Conferences in DBLP
Amjad Akkawi , Sibylle Schaller , Oliver Wellnitz , Lars C. Wolf A mobile gaming platform for the IMS. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2004, pp:77-84 [Conf ] Marcel Busse , Bernd Lamparter , Martin Mauve , Wolfgang Effelsberg Lightweight QoS-support for networked mobile gaming. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2004, pp:85-92 [Conf ] Kieran Mansley , David Scott , Alastair Tse , Anil Madhavapeddy Feedback, latency, accuracy: exploring tradeoffs in location-aware gaming. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2004, pp:93-97 [Conf ] Aameek Singh , Arup Acharya Using session initiation protocol to build context-aware VoIP support for multiplayer networked games. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2004, pp:98-105 [Conf ] Anees Shaikh , Sambit Sahu , Marcel-Catalin Rosu , Michael Shea , Debanjan Saha Implementation of a service platform for online games. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2004, pp:106-110 [Conf ] Paul Okanda , Gordon S. Blair OpenPING: a reflective middleware for the construction of adaptive networked game applications. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2004, pp:111-115 [Conf ] Takuji Iimura , Hiroaki Hazeyama , Youki Kadobayashi Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2004, pp:116-120 [Conf ] Jouni Smed , Henrik Niinisalo , Harri Hakonen Realizing bullet time effect in multiplayer games with local perception filters. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2004, pp:121-128 [Conf ] Shun-Yun Hu , Guan-Ming Liao Scalable peer-to-peer networked virtual environment. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2004, pp:129-133 [Conf ] Margaret DeLap , Björn Knutsson , Honghui Lu , Oleg Sokolsky , Usa Sammapun , Insup Lee , Christos Tsarouchis Is runtime verification applicable to cheat detection? [Citation Graph (0, 0)][DBLP ] NETGAMES, 2004, pp:134-138 [Conf ] Bei Di Chen , Muthucumaru Maheswaran A cheat controlled protocol for centralized online multiplayer games. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2004, pp:139-143 [Conf ] Tom Beigbeder , Rory Coughlan , Corey Lusher , John Plunkett , Emmanuel Agu , Mark Claypool The effects of loss and latency on user performance in unreal tournament 2003®. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2004, pp:144-151 [Conf ] Peter Quax , Patrick Monsieurs , Wim Lamotte , Danny De Vleeschauwer , Natalie Degrande Objective and subjective evaluation of the influence of small amounts of delay and jitter on a recent first person shooter game. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2004, pp:152-156 [Conf ] Grenville J. Armitage , Lawrence Stewart Some thoughts on emulating jitter for user experience trials. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2004, pp:157-160 [Conf ] Sudhir Aggarwal , Hemant Banavar , Amit Khandelwal , Sarit Mukherjee , Sampath Rangarajan Accuracy in dead-reckoning based distributed multi-player games. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2004, pp:161-165 [Conf ] Cong Duc Nguyen , Farzad Safaei , Paul Boustead A distributed proxy system for provisioning immersive audio communication to massively multi-player games. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2004, pp:166- [Conf ] Tom Jehaes , Peter Quax , Wim Lamotte Analysis of scalable data streams for representations in networked virtual environments. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2004, pp:167- [Conf ] Ian Lintault A transaction execution engine architecture for multiplayer online games. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2004, pp:168- [Conf ] Hartmut Ritter , Rolf Winter , Jochen H. Schiller , Thorsten Zippan A partition detection system for distributed mobile games. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2004, pp:169- [Conf ] John C. McEachen II A self-similarity traffic analysis of an internet-based multiplayer online game. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2004, pp:170- [Conf ] Chris GauthierDickey , Daniel Zappala , Virginia Mary Lo A fully distributed architecture for massively multiplayer online games. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2004, pp:171- [Conf ] Fábio Reis Cecin , Rafael de Oliveira Jannone , Cláudio F. R. Geyer , Márcio Garcia Martins , Jorge L. V. Barbosa FreeMMG: a hybrid peer-to-peer and client-server model for massively multiplayer games. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2004, pp:172- [Conf ]