The SCEAS System
Navigation Menu

Conferences in DBLP

Network and System Support for Games (netgames)
2007 (conf/netgames/2007)


  1. Is a bot at the controls?: Detecting input data attacks. [Citation Graph (, )][DBLP]


  2. User identification based on game-play activity patterns. [Citation Graph (, )][DBLP]


  3. Skype4Games. [Citation Graph (, )][DBLP]


  4. A long-term study of a popular MMORPG. [Citation Graph (, )][DBLP]


  5. A measurement study of virtual populations in massively multiplayer online games. [Citation Graph (, )][DBLP]


  6. Emotional states control for on-line game avatars. [Citation Graph (, )][DBLP]


  7. Hydra: a massively-multiplayer peer-to-peer architecture for the game developer. [Citation Graph (, )][DBLP]


  8. Mediator: a design framework for P2P MMOGs. [Citation Graph (, )][DBLP]


  9. Voronoi-based adaptive scalable transfer revisited: gain and loss of a Voronoi-based peer-to-peer approach for MMOG. [Citation Graph (, )][DBLP]


  10. Assessment of MANET broadcast schemes in the application context of multiplayer video games. [Citation Graph (, )][DBLP]


  11. Construction and scheduling of extrapolated parity packets for dead reckoning in network gaming. [Citation Graph (, )][DBLP]


  12. Wildlife net-gamekeepers using sensor network. [Citation Graph (, )][DBLP]


  13. ARMA(1, 1) modeling of Quake4 Server to client game traffic. [Citation Graph (, )][DBLP]


  14. Adaptive Δ-causality control with adaptive dead-reckoning in networked games. [Citation Graph (, )][DBLP]


  15. RTF: a real-time framework for developing scalable multiplayer online games. [Citation Graph (, )][DBLP]


  16. Do nintendo handhelds play nice?: An analysis of its wireless behavior. [Citation Graph (, )][DBLP]


  17. An immersive voice over IP service to wireless gaming: user study and impact of virtual world mobility. [Citation Graph (, )][DBLP]


  18. Synchronization medium: a consistency maintenance component for mobile multiplayer games. [Citation Graph (, )][DBLP]


  19. Dynamic clustering in delaunay-based P2P networked virtual environments. [Citation Graph (, )][DBLP]


  20. Virtual context based services for support of interaction in virtual worlds. [Citation Graph (, )][DBLP]


  21. Enhanced mirrored servers for network games. [Citation Graph (, )][DBLP]


  22. Performance analysis of the ANGEL system for automated control of game traffic prioritisation. [Citation Graph (, )][DBLP]


  23. Latency evaluation of networking mechanisms for game traffic. [Citation Graph (, )][DBLP]


  24. Time-stamp service makes real-time gaming cheat-free. [Citation Graph (, )][DBLP]

NOTICE1
System may not be available sometimes or not working properly, since it is still in development with continuous upgrades
NOTICE2
The rankings that are presented on this page should NOT be considered as formal since the citation info is incomplete in DBLP
 
System created by asidirop@csd.auth.gr [http://users.auth.gr/~asidirop/] © 2002
for Data Engineering Laboratory, Department of Informatics, Aristotle University © 2002