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Tag networked_games [38 articles]

Recent papers classified by the tag networked_games.
  • Matrix: Adaptive Middleware for Distributed Multiplayer Games
    Middleware 2005 (2005), pp. 390-400.
    by Rajesh Balan, Maria Ebling, Paul Castro, Archan Misra
    posted to middleware networked_games by LittleWood on 2007-10-27 10:45:20 as **
  • System-performance modeling for massively multiplayer online role-playing games
    IBM Syst. J., Vol. 45, No. 1. (January 2006), pp. 45-58.
    by M Ye, L Cheng
    posted to networked_games by LittleWood on 2006-10-25 09:57:53 as **
  • Network-Aware State Update For Large Scale Mobile Games
    Computer Communications and Networks, 2007. ICCCN 2007. Proceedings of 16th International Conference on (2007), pp. 563-568.
    by Yang Yu, Zhu Li, Larry Shi, Yi-Chiun Chen, Hua Xu
    posted to consistency mobile networked_games by LittleWood on 2007-10-29 05:11:40 as **
  • An Evaluation of Grouping Techniques for State Dissemination in Netwokred Multi-User Games
    (1999)
    by L Zou, M Ammar, C Diot
    posted to interest_management networked_games by LittleWood on 2006-10-19 06:28:18 as ***
  • Low latency and cheat-proof event ordering for peer-to-peer games
    (2004), pp. 134-139.
    by Chris Gauthierdickey, Daniel Zappala, Virginia Lo, James Marr
    posted to cheating networked_games peer-to-peer by LittleWood on 2006-10-25 10:06:43 as **
  • Bandwidth requirement and state consistency in three multiplayer game architectures
    (2003), pp. 52-59.
    by Joseph D Pellegrino, Constantinos Dovrolis
    posted to consistency networked_games by LittleWood on 2006-09-14 04:32:01 as **
  • A Proxy Server-Network for Real-Time Computer Games
    Euro-Par 2004 Parallel Processing (2004), pp. 606-613.
    by Jens Müller, Stefan Fischer, Sergei Gorlatch, Martin Mauve
    posted to networked_games proxy by LittleWood on 2007-10-27 10:59:48 as **
  • A scalable dynamic load distribution scheme for multi-server distributed virtual environment systems with highly-skewed user distribution
    (2003), pp. 160-168.
    by Kyungmin Lee, Dongman Lee
    posted to networked_games load_balancing by LittleWood on 2008-10-04 05:24:37 as **
  • Interest management middleware for networked games
    (2005), pp. 57-64.
    by Graham Morgan, Fengyun Lu, Kier Storey
  • Scalable interest management for multidimensional routing space
    (2005), pp. 82-85.
    by Elvis S Liu, Milo K Yip, Gino Yu
  • A Latency-Aware Partitioning Method for Distributed Virtual Environment Systems
    IEEE Trans. Parallel Distrib. Syst., Vol. 18, No. 9. (2007), pp. 1215-1226.
    by P Morillo, S Rueda, JM Orduna, J Duato
    posted to networked_games load_balancing by LittleWood on 2008-10-04 05:18:42 as **
  • Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
    (1998), pp. 233-236.
    by Laurent Gautier, Christophe Diot
    posted to consistency networked_games peer-to-peer by LittleWood on 2007-09-15 18:52:42 as **
  • RING: a client-server system for multi-user virtual environments
    (1995)
    by Thomas A Funkhouser
    posted to hybrid_architecture interest_management networked_games by LittleWood on 2007-10-27 08:16:44 as **
  • notes A fair message exchange framework for distributed multi-player games
    (2003), pp. 29-41.
    by Katherine Guo, Sarit Mukherjee, Sampath Rangarajan, Sanjoy Paul
    posted to fairness hybrid_architecture networked_games by LittleWood on 2007-10-27 08:25:53 as read
  • Performance Evaluation of a Dead Reckoning Mechanism.
    (1998)
    by Corentin Durbach, Jean-Michel Fourneau
    posted to dead_reckoning networked_games by LittleWood on 2007-08-25 08:14:35 as **
  • On the impact of delay on real-time multiplayer games
    (2002), pp. 23-29.
    by Lothar Pantel, Lars C Wolf
    posted to networked_games by LittleWood on 2006-09-14 04:33:09 as ** along with 1 person jcar
  • A distributed architecture for multiplayer interactive applications on the internet
    (1999)
    by C Diot, L Gautier
    posted to networked_games by LittleWood on 2007-08-13 10:45:43 as ** along with 1 person arminb
  • Scalable interest management using interest group based filtering for large networked virtual environments
    (2000), pp. 103-108.
    by Seunghyun Han, Mingyu Lim, Dongman Lee
    posted to interest_management networked_games by LittleWood on 2007-09-01 23:14:58 as **
  • Interest scheme: a new method for path prediction
    (2006)
    by Shaolong Li, Changja Chen
    posted to networked_games by LittleWood on 2007-08-24 14:31:04 as **
  • A generic proxy system for networked computer games
    (2002), pp. 25-28.
    by Martin Mauve, Stefan Fischer, Jörg Widmer
    posted to hybrid_architecture networked_games proxy by LittleWood on 2007-10-27 08:29:42 as **
  • Challenges in peer-to-peer gaming
    SIGCOMM Comput. Commun. Rev., Vol. 37, No. 1. (January 2007), pp. 79-82.
    by Christoph Neumann, Nicolas Prigent, Matteo Varvello, Kyoungwon Suh
    posted to networked_games peer-to-peer by LittleWood on 2007-08-07 09:43:55 as ***
  • A sort-based DDM matching algorithm for HLA
    ACM Trans. Model. Comput. Simul., Vol. 15, No. 1. (January 2005), pp. 14-38.
    by C Raczy, G Tan, J Yu
    posted to interest_management networked_games by LittleWood on 2007-09-09 00:45:19 as **
  • Internet-Based Collaborative Virtual Simulations with Area of Interest Management
    Collaborative Technologies and Systems, 2006. CTS 2006. International Symposium on (2006), pp. 200-207.
    posted to interest_management networked_games by LittleWood on 2007-10-28 12:32:18 as **
  • Load-balancing for peer-to-peer networked virtual environment
    (2006)
    by Hsiu-Hui Lee, Chin-Hua Sun
    posted to load_balancing networked_games peer-to-peer by LittleWood on 2007-10-27 07:44:52 as **
  • Using n-trees for scalable event ordering in peer-to-peer games
    (2005), pp. 87-92.
    by Chris Gauthierdickey, Virginia Lo, Daniel Zappala
    posted to networked_games peer-to-peer by LittleWood on 2007-10-27 07:57:34 as **
  • Cheating detection through game time modeling: A better way to avoid time cheats in P2P MOGs?
    Multimedia Tools and Applications, Vol. 37, No. 3. (13 May 2008), pp. 339-363.
    by Stefano Ferretti
    posted to networked_games cheating by LittleWood on 2008-09-05 10:26:51 as **
  • A Generic Proxy System for Networked Computer Games
    (2002)
    by M Mauve, S Fischer, J Widmer
    posted to networked_games proxy by LittleWood on 2007-10-20 17:40:37 as **
  • On the Error Modeling of Dead Reckoned Data in a Distributed Virtual Environment
    (2005), pp. 279-288.
    by Dai Hanawa, Tatsuhiro Yonekura
  • A cheat controlled protocol for centralized online multiplayer games
    (2004), pp. 139-143.
    by Bei Di Chen, Muthucumaru Maheswaran
    posted to cheating networked_games by LittleWood on 2007-10-27 08:06:49 as **
  • Network infrastructure for massively distributed games
    (2002), pp. 36-43.
    by Daniel Bauer, Sean Rooney, Paolo Scotton
    posted to hybrid_architecture networked_games by LittleWood on 2007-10-27 10:41:44 as **
  • A dynamic message filtering technique for 3D cyberspaces
    Computer Communications, Vol. 24, No. 18. (1 December 2001), pp. 1745-1758.
    by Seok-Jong Yu, Yoon-Chul Choy
    posted to dead_reckoning interest_management networked_games by LittleWood on 2007-10-26 13:41:13 as **
  • A distributed event delivery method with load balancing for MMORPG
    (2005), pp. 1-8.
    by Shinya Yamamoto, Yoshihiro Murata, Keiichi Yasumoto, Minoru Ito
    posted to load_balancing networked_games by LittleWood on 2006-10-25 08:24:53 as **
  • A Distributed Architecture for Interactive Multiplayer Games
    posted to dht networked_games peer-to-peer publish_subscribe by LittleWood on 2007-10-20 18:40:47 as **
  • Consistency models for distributed interactive multimedia applications
    SIGOPS Oper. Syst. Rev., Vol. 38, No. 4. (October 2004), pp. 20-32.
    by Nicolas Bouillot, Eric Gressier-Soudan
    posted to consistency networked_games by LittleWood on 2006-09-14 04:36:07 as **
  • Supporting continuous consistency in multiplayer online games
    (2004), pp. 388-391.
    by Frederick WB Li, Lewis WF Li, Rynson WH Lau
    posted to consistency networked_games by LittleWood on 2006-09-14 04:31:00 as ** along with 1 person scis0000001
  • A local perception filter for distributed virtual environments
    Virtual Reality Annual International Symposium, 1998. Proceedings IEEE 1998 (1998), pp. 242-249.
    by PM Sharkey, MD Ryan, DJ Roberts
    posted to networked_games by LittleWood on 2007-08-31 10:18:33 as **
  • Partitioning crowded virtual environments
    (2003), pp. 7-14.
    by Anthony Steed, Roula Abou-Haidar
    posted to interest_management networked_games by LittleWood on 2007-09-02 15:20:55 as **
  • Lucid platform: applying HLA DDM to multiplayer online game middleware
    Comput. Entertain., Vol. 4, No. 4. (2006)
    by Elvis S Liu, Milo K Yip, Gino Yu
    posted to interest_management middleware networked_games by LittleWood on 2007-09-09 07:23:43 as **
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