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Conferences in DBLP
- Fengyun Lu, Simon Parkin, Graham Morgan
Load balancing for massively multiplayer online games. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:1- [Conf]
- Knut-Helge Vik, Carsten Griwodz, Pål Halvorsen
Applicability of group communication for increased scalability in MMOGs. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:2- [Conf]
- Chris Chambers, Wu-chang Feng, Wu-chi Feng
Towards public server MMOs. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:3- [Conf]
- Marios Assiotis, Velin Tzanov
A distributed architecture for MMORPG. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:4- [Conf]
- Sudhir Aggarwal, Justin Christofoli, Sarit Mukherjee, Sampath Rangarajan
Authority assignment in distributed multi-player proxy-based games. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:5- [Conf]
- Jean-Sébastien Boulanger, Jörg Kienzle, Clark Verbrugge
Comparing interest management algorithms for massively multiplayer games. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:6- [Conf]
- Yi Zhang, Ling Chen, Gencai Chen
Globally synchronized dead-reckoning with local lag for continuous distributed multiplayer games. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:7- [Conf]
- Tatsuya Hashimoto, Yutaka Ishibashi
Group synchronization control over haptic media in a networked real-time game with collaborative work. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:8- [Conf]
- Jason But, Nigel Williams, Sebastian Zander, Lawrence Stewart, Grenville J. Armitage
Automated network games enhancement layer: a proposed architecture. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:9- [Conf]
- Warren Harrop, Grenville J. Armitage
Modifying first person shooter games to perform real time network monitoring and control tasks. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:10- [Conf]
- Alvin Chen, Richard R. Muntz
Peer clustering: a hybrid approach to distributed virtual environments. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:11- [Conf]
- Kenji Hikichi, Yasuhiko Yasuda, Akifumi Fukuda, Kaoru Sezaki
The effect of network delay on remote calligraphic teaching with haptic interfaces. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:12- [Conf]
- Seokhee Lee, Sungtae Moon, Jongwon Kim
A network-adaptive transport scheme for haptic-based collaborative virtual environments. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:13- [Conf]
- Hsiu-Hui Lee, Chin-Hua Sun
Load-balancing for peer-to-peer networked virtual environment. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:14- [Conf]
- Yi Lin, Bettina Kemme, Marta Patiño-Martínez, Ricardo Jiménez-Peris
Applying database replication to multi-player online games. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:15- [Conf]
- Tobias Fritsch, Benjamin Voigt, Jochen H. Schiller
Distribution of online hardcore player behavior: (how hardcore are you?). [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:16- [Conf]
- Kuan-Ta Chen, Chin-Laung Lei
Network game design: hints and implications of player interaction. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:17- [Conf]
- Kris Luyten, Kristof Thys, Steven Huypens, Karin Coninx
Telebuddies on the move: social stitching to enhance the networked gaming experience. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:18- [Conf]
- James Keng Soon Teh, Adrian David Cheok
Poultry.Internet and Internet Pajama: novel systems for remote haptic interaction. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:19- [Conf]
- Christian Mönch, Gisle Grimen, Roger Midtstraum
Protecting online games against cheating. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:20- [Conf]
- Jens Müller, Andreas Gössling, Sergei Gorlatch
On correctness of scalable multi-server state replication in online games. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:21- [Conf]
- Roger Thomas Kok Chuen Tan, James Keng Soon Teh, Adrian David Cheok
Metazoa Ludens. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:22- [Conf]
- Yousuke Hashimoto, Yutaka Ishibashi
Influences of network latency on interactivity in networked rock-paper-scissors. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:23- [Conf]
- Philip Branch, Grenville J. Armitage
Extrapolating server to client IP traffic from empirical measurements of first person shooter games. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:24- [Conf]
- Ibrahim Cevizci, Melike Erol, Sema F. Oktug
Analysis of multi-player online game traffic based on self-similarity. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:25- [Conf]
- Jeremy Brun, Farzad Safaei, Paul Boustead
Server topology considerations in online games. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:26- [Conf]
- Christian Bertelsmeyer, Erik Koch, Alexander H. Schirm
A new approach on wearable game design and its evaluation. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:27- [Conf]
- Wolfgang Broll, Jan Ohlenburg, Irma Lindt, Iris Herbst, Anne-Kathrin Braun
Meeting technology challenges of pervasive augmented reality games. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:28- [Conf]
- Luca Mottola, Amy L. Murphy, Gian Pietro Picco
Pervasive games in a mote-enabled virtual world using tuple space middleware. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:29- [Conf]
- Liang Liu, Huadong Ma
Wireless sensor network based mobile pet game. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:30- [Conf]
- Ying Peng Que, Paul Boustead, Farzad Safaei
Trading off computation for error in providing immersive voice communications for mobile gaming. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:31- [Conf]
- Yoshihiro Kawano, Tatsuhiro Yonekura
Count down protocol: asynchronous consistent protocol in P2P virtual ball game. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:32- [Conf]
- Grenville J. Armitage, Carl Javier, Sebastian Zander
Post-game estimation of game client RTT and hop count distributions. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:33- [Conf]
- Robert D. S. Fletcher, T. C. Nicholas Graham, Christopher Wolfe
Plug-replaceable consistency maintenance for multiplayer games. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:34- [Conf]
- Stefano Ferretti, Marco Roccetti
Game time modelling for cheating detection in P2P MOGs: a case study with a fast rate cheat. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:35- [Conf]
- Brian Carrig, David Denieffe, John Murphy
A relative delay minimization scheme for multiplayer gaming in differentiated services networks. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:36- [Conf]
- Dingliang Liang, Paul Boustead
Using local lag and timewarp to improve performance for real life multi-player online games. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:37- [Conf]
- Ruck Thawonmas, Masayasu Hirano, Masayoshi Kurashige
Cellular automata and Hilditch thinning for extraction of user paths in online games. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:38- [Conf]
- Fernando Trinta, Carlos Ferraz, Geber Ramalho
Middleware services for pervasive multiplatform networked games. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:39- [Conf]
- Jinjing Zhao, Peidong Zhu, Xicheng Lu, Feng Zhao
A practical pricing model of inter-domain multicasting based on game theory. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:40- [Conf]
- Shaolong Li, Changjia Chen
Interest scheme: a new method for path prediction. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:41- [Conf]
- A. F. Wattimena, R. E. Kooij, J. M. van Vugt, O. K. Ahmed
Predicting the perceived quality of a first person shooter: the Quake IV G-model. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:42- [Conf]
- Syun-nosuke Yamakawa, Tatsuhiro Yonekura
On a dynamic caching method for field segmented DVE by multi-server. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:43- [Conf]
- Tobias Fritsch, Hartmut Ritter, Jochen H. Schiller
CAN mobile gaming be improved? [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:44- [Conf]
- Masayuki Nakagawa, Shusuke Okamoto, Masaru Kamada, Tatsuhiro Yonekura
Flash movie authoring environment based on state diagram. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:45- [Conf]
- Takato Izaiku, Shinya Yamamoto, Yoshihiro Murata, Naoki Shibata, Keiichi Yasumoto, Minoru Ito
Cheat detection for MMORPG on P2P environments. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:46- [Conf]
- Yeung Siu Fung
Hack-proof synchronization protocol for multi-player online games. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:47- [Conf]
- Thorsten Hampel, Thomas Bopp, Robert Hinn
A peer-to-peer architecture for massive multiplayer online games. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:48- [Conf]
- Tatsuya Shimomura, Shusuke Okamoto, Masaru Kamada, Tatsuhiro Yonekura
A game authoring tool based on character definition in terms of state-transition diagrams. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:49- [Conf]
- Hiroshi Fujinoki
On the support for heterogeneity in networked virtual environment. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:50- [Conf]
- Wladimir Palant, Carsten Griwodz, Pål Halvorsen
Consistency requirements in multiplayer online games. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:51- [Conf]
- Tsuyoshi Hisamatsu, Andy Yamada, Tomoyuki Nezu, Toshimasa Yamazaki, Kazunori Sugiura, Masahiko Inakage, Osamu Nakamura, Jun Murai
Andrew Rivolski: multi-display cooperation game over the internet. [Citation Graph (0, 0)][DBLP] NETGAMES, 2006, pp:52- [Conf]
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