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Conferences in DBLP

Network and System Support for Games (netgames)
2004 (conf/netgames/2004)

  1. 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]
  2. 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]
  3. 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]
  4. 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]
  5. 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]
  6. 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]
  7. 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]
  8. 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]
  9. Shun-Yun Hu, Guan-Ming Liao
    Scalable peer-to-peer networked virtual environment. [Citation Graph (0, 0)][DBLP]
    NETGAMES, 2004, pp:129-133 [Conf]
  10. 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]
  11. 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]
  12. 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]
  13. 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]
  14. 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]
  15. 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]
  16. 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]
  17. 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]
  18. Ian Lintault
    A transaction execution engine architecture for multiplayer online games. [Citation Graph (0, 0)][DBLP]
    NETGAMES, 2004, pp:168- [Conf]
  19. 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]
  20. 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]
  21. 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]
  22. 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]
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NOTICE2
The rankings that are presented on this page should NOT be considered as formal since the citation info is incomplete in DBLP
 
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