5. NETGAMES 2006:
Singapore
Adrian David Cheok, Yutaka Ishibashi (Eds.):
Proceedings of the 5th Workshop on Network and System Support for Games, NETGAMES 2006, Singapore, October 30-31, 2006.
ACM 2006, ISBN 1-59593-589-4 BibTeX
Scalability in MMOGs
- Fengyun Lu, Simon Parkin, Graham Morgan:
Load balancing for massively multiplayer online games.
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Electronic Edition (ACM DL) BibTeX
- Knut-Helge Vik, Carsten Griwodz, Pål Halvorsen:
Applicability of group communication for increased scalability in MMOGs.
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- Chris Chambers, Wu-chang Feng, Wu-chi Feng:
Towards public server MMOs.
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- Marios Assiotis, Velin Tzanov:
A distributed architecture for MMORPG.
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- Sudhir Aggarwal, Justin Christofoli, Sarit Mukherjee, Sampath Rangarajan:
Authority assignment in distributed multi-player proxy-based games.
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- Jean-Sébastien Boulanger, Jörg Kienzle, Clark Verbrugge:
Comparing interest management algorithms for massively multiplayer games.
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Synchronization, QoS and monitoring in games
Distributed/collaborative virtual environments
- Alvin Chen, Richard R. Muntz:
Peer clustering: a hybrid approach to distributed virtual environments.
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- Kenji Hikichi, Yasuhiko Yasuda, Akifumi Fukuda, Kaoru Sezaki:
The effect of network delay on remote calligraphic teaching with haptic interfaces.
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- Seokhee Lee, Sungtae Moon, JongWon Kim:
A network-adaptive transport scheme for haptic-based collaborative virtual environments.
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- Hsiu-Hui Lee, Chin-Hua Sun:
Load-balancing for peer-to-peer networked virtual environment.
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- Yi Lin, Bettina Kemme, Marta Patiño-Martínez, Ricardo Jiménez-Peris:
Applying database replication to multi-player online games.
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Electronic Edition (ACM DL) BibTeX
Understanding player behavior for game design
Consistency management and cheat detection
Considering network influences in games
Next generation games
- Christian Bertelsmeyer, Erik Koch, Alexander H. Schirm:
A new approach on wearable game design and its evaluation.
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- Wolfgang Broll, Jan Ohlenburg, Irma Lindt, Iris Herbst, Anne-Kathrin Braun:
Meeting technology challenges of pervasive augmented reality games.
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- Luca Mottola, Amy L. Murphy, Gian Pietro Picco:
Pervasive games in a mote-enabled virtual world using tuple space middleware.
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- Liang Liu, Huadong Ma:
Wireless sensor network based mobile pet game.
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- Ying Peng Que, Paul Boustead, Farzad Safaei:
Trading off computation for error in providing immersive voice communications for mobile gaming.
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- Yoshihiro Kawano, Tatsuhiro Yonekura:
Count down protocol: asynchronous consistent protocol in P2P virtual ball game.
32
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- Grenville J. Armitage, Carl Javier, Sebastian Zander:
Post-game estimation of game client RTT and hop count distributions.
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- Robert D. S. Fletcher, T. C. Nicholas Graham, Christopher Wolfe:
Plug-replaceable consistency maintenance for multiplayer games.
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- Stefano Ferretti, Marco Roccetti:
Game time modelling for cheating detection in P2P MOGs: a case study with a fast rate cheat.
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- Brian Carrig, David Denieffe, John Murphy:
A relative delay minimization scheme for multiplayer gaming in differentiated services networks.
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- Dingliang Liang, Paul Boustead:
Using local lag and timewarp to improve performance for real life multi-player online games.
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- Ruck Thawonmas, Masayasu Hirano, Masayoshi Kurashige:
Cellular automata and Hilditch thinning for extraction of user paths in online games.
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- Fernando Trinta, Carlos Ferraz, Geber Ramalho:
Middleware services for pervasive multiplatform networked games.
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- Jinjing Zhao, Peidong Zhu, Xicheng Lu, Feng Zhao:
A practical pricing model of inter-domain multicasting based on game theory.
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- Shaolong Li, Changjia Chen:
Interest scheme: a new method for path prediction.
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- A. F. Wattimena, Robert E. Kooij, J. M. van Vugt, O. K. Ahmed:
Predicting the perceived quality of a first person shooter: the Quake IV G-model.
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- Syun-nosuke Yamakawa, Tatsuhiro Yonekura:
On a dynamic caching method for field segmented DVE by multi-server.
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- Tobias Fritsch, Hartmut Ritter, Jochen H. Schiller:
CAN mobile gaming be improved?
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- Masayuki Nakagawa, Shusuke Okamoto, Masaru Kamada, Tatsuhiro Yonekura:
Flash movie authoring environment based on state diagram.
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- Takato Izaiku, Shinya Yamamoto, Yoshihiro Murata, Naoki Shibata, Keiichi Yasumoto, Minoru Ito:
Cheat detection for MMORPG on P2P environments.
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- Yeung Siu Fung:
Hack-proof synchronization protocol for multi-player online games.
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- Thorsten Hampel, Thomas Bopp, Robert Hinn:
A peer-to-peer architecture for massive multiplayer online games.
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- Tatsuya Shimomura, Shusuke Okamoto, Masaru Kamada, Tatsuhiro Yonekura:
A game authoring tool based on character definition in terms of state-transition diagrams.
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- Hiroshi Fujinoki:
On the support for heterogeneity in networked virtual environment.
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- Wladimir Palant, Carsten Griwodz, Pål Halvorsen:
Consistency requirements in multiplayer online games.
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- 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.
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Copyright © Sat May 16 23:31:16 2009
by Michael Ley (ley@uni-trier.de)