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Conferences in DBLP

Network and System Support for Games (netgames)
2006 (conf/netgames/2006)

  1. Fengyun Lu, Simon Parkin, Graham Morgan
    Load balancing for massively multiplayer online games. [Citation Graph (0, 0)][DBLP]
    NETGAMES, 2006, pp:1- [Conf]
  2. 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]
  3. Chris Chambers, Wu-chang Feng, Wu-chi Feng
    Towards public server MMOs. [Citation Graph (0, 0)][DBLP]
    NETGAMES, 2006, pp:3- [Conf]
  4. Marios Assiotis, Velin Tzanov
    A distributed architecture for MMORPG. [Citation Graph (0, 0)][DBLP]
    NETGAMES, 2006, pp:4- [Conf]
  5. 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]
  6. 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]
  7. 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]
  8. 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]
  9. 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]
  10. 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]
  11. Alvin Chen, Richard R. Muntz
    Peer clustering: a hybrid approach to distributed virtual environments. [Citation Graph (0, 0)][DBLP]
    NETGAMES, 2006, pp:11- [Conf]
  12. 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]
  13. 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]
  14. 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]
  15. 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]
  16. 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]
  17. 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]
  18. 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]
  19. 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]
  20. Christian Mönch, Gisle Grimen, Roger Midtstraum
    Protecting online games against cheating. [Citation Graph (0, 0)][DBLP]
    NETGAMES, 2006, pp:20- [Conf]
  21. 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]
  22. Roger Thomas Kok Chuen Tan, James Keng Soon Teh, Adrian David Cheok
    Metazoa Ludens. [Citation Graph (0, 0)][DBLP]
    NETGAMES, 2006, pp:22- [Conf]
  23. 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]
  24. 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]
  25. 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]
  26. Jeremy Brun, Farzad Safaei, Paul Boustead
    Server topology considerations in online games. [Citation Graph (0, 0)][DBLP]
    NETGAMES, 2006, pp:26- [Conf]
  27. 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]
  28. 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]
  29. 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]
  30. Liang Liu, Huadong Ma
    Wireless sensor network based mobile pet game. [Citation Graph (0, 0)][DBLP]
    NETGAMES, 2006, pp:30- [Conf]
  31. 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]
  32. 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]
  33. 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]
  34. 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]
  35. 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]
  36. 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]
  37. 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]
  38. 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]
  39. Fernando Trinta, Carlos Ferraz, Geber Ramalho
    Middleware services for pervasive multiplatform networked games. [Citation Graph (0, 0)][DBLP]
    NETGAMES, 2006, pp:39- [Conf]
  40. 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]
  41. Shaolong Li, Changjia Chen
    Interest scheme: a new method for path prediction. [Citation Graph (0, 0)][DBLP]
    NETGAMES, 2006, pp:41- [Conf]
  42. 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]
  43. 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]
  44. Tobias Fritsch, Hartmut Ritter, Jochen H. Schiller
    CAN mobile gaming be improved? [Citation Graph (0, 0)][DBLP]
    NETGAMES, 2006, pp:44- [Conf]
  45. 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]
  46. 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]
  47. Yeung Siu Fung
    Hack-proof synchronization protocol for multi-player online games. [Citation Graph (0, 0)][DBLP]
    NETGAMES, 2006, pp:47- [Conf]
  48. 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]
  49. 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]
  50. Hiroshi Fujinoki
    On the support for heterogeneity in networked virtual environment. [Citation Graph (0, 0)][DBLP]
    NETGAMES, 2006, pp:50- [Conf]
  51. Wladimir Palant, Carsten Griwodz, Pål Halvorsen
    Consistency requirements in multiplayer online games. [Citation Graph (0, 0)][DBLP]
    NETGAMES, 2006, pp:51- [Conf]
  52. 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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