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Publication search results
found 25 matches
- 2007
- Helge Backhaus, Stefan Krause:
Voronoi-based adaptive scalable transfer revisited: gain and loss of a Voronoi-based peer-to-peer approach for MMOG. NETGAMES 2007: 49-54 - Sonja Bergsträsser, Tomas Hildebrandt, Lasse Lehmann, Christoph Rensing
, Ralf Steinmetz
:
Virtual context based services for support of interaction in virtual worlds. NETGAMES 2007: 111-116 - Jason But, Thuy T. T. Nguyen, Lawrence Stewart, Nigel Williams, Grenville J. Armitage:
Performance analysis of the ANGEL system for automated control of game traffic prioritisation. NETGAMES 2007: 123-128 - Luther Chan, James Yong, Jiaqiang Bai, Ben Leong
, Raymond Tan:
Hydra: a massively-multiplayer peer-to-peer architecture for the game developer. NETGAMES 2007: 37-42 - Kuan-Ta Chen, Li-Wen Hong:
User identification based on game-play activity patterns. NETGAMES 2007: 7-12 - Gene Cheung, Takashi Sakamoto:
Construction and scheduling of extrapolated parity packets for dead reckoning in network gaming. NETGAMES 2007: 61-66 - Antonio L. Cricenti, Philip Branch:
ARMA(1, 1) modeling of Quake4 Server to client game traffic. NETGAMES 2007: 70-74 - Lu Fan, Hamish Taylor, Philip W. Trinder:
Mediator: a design framework for P2P MMOGs. NETGAMES 2007: 43-48 - Wu-chang Feng, David Brandt, Debanjan Saha:
A long-term study of a popular MMORPG. NETGAMES 2007: 19-24 - Frank Glinka, Alexander Ploss, Jens Müller-Iden, Sergei Gorlatch:
RTF: a real-time framework for developing scalable multiplayer online games. NETGAMES 2007: 81-86 - Szabolcs Harcsik, Andreas Petlund, Carsten Griwodz, Pål Halvorsen:
Latency evaluation of networking mechanisms for game traffic. NETGAMES 2007: 129-134 - Yutaka Ishibashi, Yousuke Hashimoto, Tomohito Ikedo, Shinji Sugawara
:
Adaptive Δ-causality control with adaptive dead-reckoning in networked games. NETGAMES 2007: 75-80 - Abdul Malik Khan, Sophie Chabridon, Antoine Beugnard:
Synchronization medium: a consistency maintenance component for mobile multiplayer games. NETGAMES 2007: 99-104 - Adam C. Lusch, Adele V. Fleury, Surendar Chandra:
Do nintendo handhelds play nice?: An analysis of its wireless behavior. NETGAMES 2007: 87-92 - Shunsuke Mogaki, Masaru Kamada, Tatsuhiro Yonekura, Shusuke Okamoto, Yasuhiro Ohtaki, Mamun Bin Ibne Reaz
:
Time-stamp service makes real-time gaming cheat-free. NETGAMES 2007: 135-138 - Daniel Pittman, Chris GauthierDickey
:
A measurement study of virtual populations in massively multiplayer online games. NETGAMES 2007: 25-30 - Ying Peng Que, Farzad Safaei
, Paul Boustead:
An immersive voice over IP service to wireless gaming: user study and impact of virtual world mobility. NETGAMES 2007: 93-98 - Ahmad Sardouk, Sidi-Mohammed Senouci, Nadjib Achir, Khaled Boussetta:
Assessment of MANET broadcast schemes in the application context of multiplayer video games. NETGAMES 2007: 55-60 - Travis Schluessler, Stephen D. Goglin, Erik Johnson:
Is a bot at the controls?: Detecting input data attacks. NETGAMES 2007: 1-6 - Leonardo M. Trejos, Masaru Kamada, Tatsuhiro Yonekura, Mamun Bin Ibne Reaz
:
Wildlife net-gamekeepers using sensor network. NETGAMES 2007: 67-69 - Tonio Triebel, Benjamin Guthier, Wolfgang Effelsberg:
Skype4Games. NETGAMES 2007: 13-18 - Matteo Varvello, Ernst W. Biersack, Christophe Diot:
Dynamic clustering in delaunay-based P2P networked virtual environments. NETGAMES 2007: 105-110 - Steven Daniel Webb, Sieteng Soh
, William Lau:
Enhanced mirrored servers for network games. NETGAMES 2007: 117-122 - Ce Zhan, Wanqing Li
, Farzad Safaei
, Philip Ogunbona
:
Emotional states control for on-line game avatars. NETGAMES 2007: 31-36 - Grenville J. Armitage:
Proceedings of the 6th Workshop on Network and System Support for Games, NETGAMES 2007, Melbourne, Australia, September 19-20, 2007. ACM 2007, ISBN 978-0-9804460-0-5 [contents]
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retrieved on 2024-07-03 01:27 CEST from data curated by the dblp team
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