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Grenville J. Armitage: [Publications] [Author Rank by year] [Co-authors] [Prefers] [Cites] [Cited by]

Publications of Author

  1. Grenville J. Armitage, Lawrence Stewart
    Limitations of using real-world, public servers to estimate jitter tolerance of first person shooter games. [Citation Graph (0, 0)][DBLP]
    Advances in Computer Entertainment Technology, 2004, pp:257-262 [Conf]
  2. Tanja Lang, Philip Branch, Grenville J. Armitage
    A synthetic traffic model for Quake3. [Citation Graph (0, 0)][DBLP]
    Advances in Computer Entertainment Technology, 2004, pp:233-238 [Conf]
  3. Jason But, Urs Keller, Grenville J. Armitage
    Passive TCP Stream Estimation of RTT and Jitter Parameters. [Citation Graph (0, 0)][DBLP]
    LCN, 2005, pp:433-441 [Conf]
  4. Warren Harrop, Grenville J. Armitage
    Defining and Evaluating Greynets (Sparse Darknets). [Citation Graph (0, 0)][DBLP]
    LCN, 2005, pp:344-350 [Conf]
  5. Sebastian Zander, Thuy Nguyen, Grenville J. Armitage
    Automated Traffic Classification and Application Identification using Machine Learning. [Citation Graph (0, 0)][DBLP]
    LCN, 2005, pp:250-257 [Conf]
  6. Andres Rojas, Philip Branch, Grenville J. Armitage
    Experimental validation of the random waypoint mobility model through a real world mobility trace for large geographical areas. [Citation Graph (0, 0)][DBLP]
    MSWiM, 2005, pp:174-177 [Conf]
  7. 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]
  8. 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]
  9. 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]
  10. 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]
  11. 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]
  12. 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]
  13. Sebastian Zander, Grenville J. Armitage
    A traffic model for the Xbox game Halo 2. [Citation Graph (0, 0)][DBLP]
    NOSSDAV, 2005, pp:13-18 [Conf]
  14. Sebastian Zander, Thuy Nguyen, Grenville J. Armitage
    Self-Learning IP Traffic Classification Based on Statistical Flow Characteristics. [Citation Graph (0, 0)][DBLP]
    PAM, 2005, pp:325-328 [Conf]
  15. Warren Harrop, Grenville J. Armitage
    Real-time collaborative network monitoring and control using 3D game engines for representation and interaction. [Citation Graph (0, 0)][DBLP]
    VizSEC, 2006, pp:31-40 [Conf]
  16. Qiang Fu, Grenville J. Armitage
    A Blind Method Towards Performance Improvement of High Performance TCP with Random Losses. [Citation Graph (0, 0)][DBLP]
    WWIC, 2006, pp:49-61 [Conf]
  17. Grenville J. Armitage
    Maximising student exposure to networking using FreeBSD virtual hosts. [Citation Graph (0, 0)][DBLP]
    Computer Communication Review, 2003, v:33, n:3, pp:137-143 [Journal]
  18. Grenville J. Armitage
    Revisiting IP QoS: why do we care, what have we learned? ACM SIGCOMM 2003 RIPQOS workshop report. [Citation Graph (0, 0)][DBLP]
    Computer Communication Review, 2003, v:33, n:5, pp:81-88 [Journal]
  19. Nigel Williams, Sebastian Zander, Grenville J. Armitage
    A preliminary performance comparison of five machine learning algorithms for practical IP traffic flow classification. [Citation Graph (0, 0)][DBLP]
    Computer Communication Review, 2006, v:36, n:5, pp:5-16 [Journal]
  20. Grenville J. Armitage
    Making the Internet Go Away. [Citation Graph (0, 0)][DBLP]
    IEEE Internet Computing, 2004, v:8, n:2, pp:96-95 [Journal]
  21. Grenville J. Armitage
    IP Multicasting over ATM Networks. [Citation Graph (0, 0)][DBLP]
    IEEE Journal on Selected Areas in Communications, 1997, v:15, n:3, pp:445-457 [Journal]
  22. Jason But, Grenville J. Armitage
    Implementing encrypted streaming video in a distributed server environment. [Citation Graph (0, 0)][DBLP]
    Advances in Computer Entertainment Technology, 2005, pp:322-325 [Conf]
  23. Sebastian Zander, Ian Leeder, Grenville J. Armitage
    Achieving fairness in multiplayer network games through automated latency balancing. [Citation Graph (0, 0)][DBLP]
    Advances in Computer Entertainment Technology, 2005, pp:117-124 [Conf]

  24. Clustering to Assist Supervised Machine Learning for Real-Time IP Traffic Classification. [Citation Graph (, )][DBLP]


  25. A Markov Model of Server to Client IP Traffic in First Person Shooter Games. [Citation Graph (, )][DBLP]


  26. Covert channels in multiplayer first person shooter online games. [Citation Graph (, )][DBLP]


  27. Training on multiple sub-flows to optimise the use of Machine Learning classifiers in real-world IP networks. [Citation Graph (, )][DBLP]


  28. Reliable transmission over covert channels in first person shooter multiplayer games. [Citation Graph (, )][DBLP]


  29. Performance analysis of the ANGEL system for automated control of game traffic prioritisation. [Citation Graph (, )][DBLP]


  30. Client-Side Adaptive Search Optimisation for Online Game Server Discovery. [Citation Graph (, )][DBLP]


  31. Collateral Damage: The Impact of Optimised TCP Variants on Real-Time Traffic Latency in Consumer Broadband Environments. [Citation Graph (, )][DBLP]


  32. Optimising online FPS game server discovery through clustering servers by origin autonomous system. [Citation Graph (, )][DBLP]


  33. Rapid identification of Skype traffic flows. [Citation Graph (, )][DBLP]


  34. Greynets: a definition and evaluation of sparsely populated darknets. [Citation Graph (, )][DBLP]


  35. An ARMA(1, 1) prediction model of first person shooter game traffic. [Citation Graph (, )][DBLP]


  36. Minimising Disruption Caused by Online FPS Game Server Discovery in a Wireless Network. [Citation Graph (, )][DBLP]


  37. Predictive Lawful Interception in Mobile IPv6 Networks. [Citation Graph (, )][DBLP]


  38. A Packet Arrival Model for Wolfenstein Enemy Territory Online Server Discovery Traffic. [Citation Graph (, )][DBLP]


  39. Time-series Modelling of Server to Client IP Packet Length in First Person Shooter Games. [Citation Graph (, )][DBLP]


  40. An Empirical Evaluation of IP Time To Live Covert Channels. [Citation Graph (, )][DBLP]


  41. An independent H-TCP implementation under FreeBSD 7.0: description and observed behaviour. [Citation Graph (, )][DBLP]


  42. IMRG workshop on application classification and identification report. [Citation Graph (, )][DBLP]


  43. Issues with network address translation for SCTP. [Citation Graph (, )][DBLP]


  44. A survey of techniques for internet traffic classification using machine learning. [Citation Graph (, )][DBLP]


  45. A survey of covert channels and countermeasures in computer network protocols. [Citation Graph (, )][DBLP]


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