Conferences in DBLP
Sudhir Aggarwal , Hemant Banavar , Sarit Mukherjee , Sampath Rangarajan Fairness in dead-reckoning based distributed multi-player games. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2005, pp:1-10 [Conf ] Jaecheol Kim , Jaeyoung Choi , Dukhyun Chang , Taekyoung Kwon , Yanghee Choi , Eungsu Yuk Traffic characteristics of a massively multi-player online role playing game. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2005, pp:1-8 [Conf ] Leo Petrak , Olaf Landsiedel , Klaus Wehrle Framework for evaluation of networked mobile games. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2005, pp:1-7 [Conf ] Swee Ann Tan , William Lau , Allan Loh Networked game mobility model for first-person-shooter games. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2005, pp:1-9 [Conf ] Li Tang , Jun Li , Jin Zhou , Zhizhi Zhou , Hao Wang , Kai Li FreeRank: implementing independent ranking service for multiplayer online games. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2005, pp:1-7 [Conf ] Bart De Vleeschauwer , Bruno Van Den Bossche , Tom Verdickt , Filip De Turck , Bart Dhoedt , Piet Demeester Dynamic microcell assignment for massively multiplayer online gaming. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2005, pp:1-7 [Conf ] Shinya Yamamoto , Yoshihiro Murata , Keiichi Yasumoto , Minoru Ito A distributed event delivery method with load balancing for MMORPG. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2005, pp:1-8 [Conf ] Jeff Jianxin Yan , Brian Randell A systematic classification of cheating in online games. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2005, pp:1-9 [Conf ] Takahiro Yasui , Yutaka Ishibashi , Tomohito Ikedo Influences of network latency and packet loss on consistency in networked racing games. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2005, pp:1-8 [Conf ] Yugo Kaneda , Hitomi Takahashi , Masato Saito , Hiroto Aida , Hideyuki Tokuda A challenge for reusing multiplayer online games without modifying binaries. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2005, pp:1-9 [Conf ] Patric Kabus , Wesley W. Terpstra , Mariano Cilia , Alejandro P. Buchmann Addressing cheating in distributed MMOGs. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2005, pp:1-6 [Conf ] Chris Chambers , Wu-chang Feng Patch scheduling for on-line games. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2005, pp:1-6 [Conf ] Angie Chandler , Joe Finney On the effects of loose causal consistency in mobile multiplayer games. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2005, pp:1-11 [Conf ] Mark Claypool On the 802.11 turbulence of nintendo DS and sony PSP hand-held network games. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2005, pp:1-9 [Conf ] Matthias Dick , Oliver Wellnitz , Lars C. Wolf Analysis of factors affecting players' performance and perception in multiplayer games. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2005, pp:1-7 [Conf ] Tobias Fritsch , Hartmut Ritter , Jochen H. Schiller The effect of latency and network limitations on MMORPGs: a field study of everquest2. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2005, pp:1-9 [Conf ] Masaki Fujimoto , Yutaka Ishibashi Packetization interval of haptic media in networked virtual environments. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2005, pp:1-6 [Conf ] Steven Gargolinski , Christopher St. Pierre , Mark Claypool Game server selection for multiple players. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2005, pp:1-6 [Conf ] Andreas Janecek , Helmut Hlavacs Programming interactive real-time games over WLAN for pocket PCs with J2ME and .NET CF. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2005, pp:1-8 [Conf ] Sebastian Zander , David Kennedy , Grenville J. Armitage Dissecting server-discovery traffic patterns generated by multiplayer first person shooter games. [Citation Graph (0, 0)][DBLP ] NETGAMES, 2005, pp:1-12 [Conf ]