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