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3rd NETGAMES 2004: Portland, Oregon, USA
- Wu-chang Feng:
Proceedings of the 3rd Workshop on Network and System Support for Games, NETGAMES 2004, Portland, Oregon, USA, August 30, 2004. ACM 2004, ISBN 1-58113-942-X
Mobile games
- Amjad Akkawi, Sibylle Schaller, Oliver Wellnitz, Lars C. Wolf:
A mobile gaming platform for the IMS. 77-84 - Marcel Busse, Bernd Lamparter, Martin Mauve, Wolfgang Effelsberg:
Lightweight QoS-support for networked mobile gaming. 85-92 - Kieran Mansley, David J. Scott, Alastair Tse, Anil Madhavapeddy:
Feedback, latency, accuracy: exploring tradeoffs in location-aware gaming. 93-97
Game infrastructure
- Aameek Singh, Arup Acharya:
Using session initiation protocol to build context-aware VoIP support for multiplayer networked games. 98-105 - Anees Shaikh, Sambit Sahu, Marcel-Catalin Rosu, Michael Shea, Debanjan Saha:
Implementation of a service platform for online games. 106-110 - Paul Okanda, Gordon S. Blair:
OpenPING: a reflective middleware for the construction of adaptive networked game applications. 111-115 - Takuji Iimura, Hiroaki Hazeyama, Youki Kadobayashi:
Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games. 116-120
Novel techniques and cheat detection
- Jouni Smed, Henrik Niinisalo, Harri Hakonen:
Realizing bullet time effect in multiplayer games with local perception filters. 121-128 - Shun-Yun Hu, Guan-Ming Liao:
Scalable peer-to-peer networked virtual environment. 129-133 - Margaret DeLap, Björn Knutsson, Honghui Lu, Oleg Sokolsky, Usa Sammapun, Insup Lee, Christos Tsarouchis:
Is runtime verification applicable to cheat detection? 134-138 - Bei Di Chen, Muthucumaru Maheswaran:
A cheat controlled protocol for centralized online multiplayer games. 139-143
User experience
- 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®. 144-151 - 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. 152-156 - Grenville J. Armitage, Lawrence Stewart:
Some thoughts on emulating jitter for user experience trials. 157-160 - Sudhir Aggarwal, Hemant Banavar, Amit Khandelwal, Sarit Mukherjee, Sampath Rangarajan:
Accuracy in dead-reckoning based distributed multi-player games. 161-165 - Cong Duc Nguyen, Farzad Safaei, Paul Boustead:
A distributed proxy system for provisioning immersive audio communication to massively multi-player games. 166
Poster Sessions
- Tom Jehaes, Peter Quax, Wim Lamotte:
Analysis of scalable data streams for representations in networked virtual environments. 167 - Ian Lintault:
A transaction execution engine architecture for multiplayer online games. 168 - Hartmut Ritter, Rolf Winter, Jochen H. Schiller, Thorsten Zippan:
A partition detection system for distributed mobile games. 169 - John C. McEachen II:
A self-similarity traffic analysis of an internet-based multiplayer online game. 170 - Chris GauthierDickey, Daniel Zappala, Virginia Mary Lo:
A fully distributed architecture for massively multiplayer online games. 171 - 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. 172
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