2009 |
35 | EE | Lawrence Stewart,
Grenville J. Armitage,
Alana Huebner:
Collateral Damage: The Impact of Optimised TCP Variants on Real-Time Traffic Latency in Consumer Broadband Environments.
Networking 2009: 392-403 |
2008 |
34 | EE | Philip Branch,
Antonio L. Cricenti,
Grenville J. Armitage:
A Markov Model of Server to Client IP Traffic in First Person Shooter Games.
ICC 2008: 5715-5720 |
33 | EE | Thuy T. T. Nguyen,
Grenville J. Armitage:
Clustering to Assist Supervised Machine Learning for Real-Time IP Traffic Classification.
ICC 2008: 5857-5862 |
32 | EE | Sebastian Zander,
Grenville J. Armitage,
Philip Branch:
Covert channels in multiplayer first person shooter online games.
LCN 2008: 215-222 |
31 | EE | Philip Branch,
Antonio L. Cricenti,
Grenville J. Armitage:
An ARMA(1, 1) prediction model of first person shooter game traffic.
MMSP 2008: 736-741 |
30 | EE | Grenville J. Armitage:
Optimising online FPS game server discovery through clustering servers by origin autonomous system.
NOSSDAV 2008: 3-8 |
29 | EE | Grenville J. Armitage:
Client-Side Adaptive Search Optimisation for Online Game Server Discovery.
Networking 2008: 494-505 |
2007 |
28 | | Grenville J. Armitage:
Proceedings of the 6th Workshop on Network and System Support for Games, NETGAMES 2007, Melbourne, Australia, September 19-20, 2007
ACM 2007 |
27 | EE | Jason But,
Thuy T. T. Nguyen,
Lawrence Stewart,
Nigel Williams,
Grenville J. Armitage:
Performance analysis of the ANGEL system for automated control of game traffic prioritisation.
NETGAMES 2007: 123-128 |
2006 |
26 | EE | Thuy T. T. Nguyen,
Grenville J. Armitage:
Training on multiple sub-flows to optimise the use of Machine Learning classifiers in real-world IP networks.
LCN 2006: 369-376 |
25 | EE | Warren Harrop,
Grenville J. Armitage:
Modifying first person shooter games to perform real time network monitoring and control tasks.
NETGAMES 2006: 10 |
24 | EE | Philip Branch,
Grenville J. Armitage:
Extrapolating server to client IP traffic from empirical measurements of first person shooter games.
NETGAMES 2006: 24 |
23 | EE | Grenville J. Armitage,
Carl Javier,
Sebastian Zander:
Post-game estimation of game client RTT and hop count distributions.
NETGAMES 2006: 33 |
22 | EE | Jason But,
Nigel Williams,
Sebastian Zander,
Lawrence Stewart,
Grenville J. Armitage:
Automated network games enhancement layer: a proposed architecture.
NETGAMES 2006: 9 |
21 | EE | Warren Harrop,
Grenville J. Armitage:
Real-time collaborative network monitoring and control using 3D game engines for representation and interaction.
VizSEC 2006: 31-40 |
20 | EE | Qiang Fu,
Grenville J. Armitage:
A Blind Method Towards Performance Improvement of High Performance TCP with Random Losses.
WWIC 2006: 49-61 |
19 | EE | Nigel Williams,
Sebastian Zander,
Grenville J. Armitage:
A preliminary performance comparison of five machine learning algorithms for practical IP traffic flow classification.
Computer Communication Review 36(5): 5-16 (2006) |
2005 |
18 | EE | Sebastian Zander,
Ian Leeder,
Grenville J. Armitage:
Achieving fairness in multiplayer network games through automated latency balancing.
Advances in Computer Entertainment Technology 2005: 117-124 |
17 | EE | Jason But,
Grenville J. Armitage:
Implementing encrypted streaming video in a distributed server environment.
Advances in Computer Entertainment Technology 2005: 322-325 |
16 | EE | Sebastian Zander,
Thuy T. T. Nguyen,
Grenville J. Armitage:
Automated Traffic Classification and Application Identification using Machine Learning.
LCN 2005: 250-257 |
15 | EE | Warren Harrop,
Grenville J. Armitage:
Defining and Evaluating Greynets (Sparse Darknets).
LCN 2005: 344-350 |
14 | EE | Jason But,
Urs Keller,
Grenville J. Armitage:
Passive TCP Stream Estimation of RTT and Jitter Parameters.
LCN 2005: 433-441 |
13 | EE | 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.
MSWiM 2005: 174-177 |
12 | EE | Warren Harrop,
Grenville J. Armitage:
Greynets: a definition and evaluation of sparsely populated darknets.
MineNet 2005: 171-172 |
11 | EE | Sebastian Zander,
David Kennedy,
Grenville J. Armitage:
Dissecting server-discovery traffic patterns generated by multiplayer first person shooter games.
NETGAMES 2005: 1-12 |
10 | EE | Sebastian Zander,
Grenville J. Armitage:
A traffic model for the Xbox game Halo 2.
NOSSDAV 2005: 13-18 |
9 | EE | Sebastian Zander,
Thuy T. T. Nguyen,
Grenville J. Armitage:
Self-Learning IP Traffic Classification Based on Statistical Flow Characteristics.
PAM 2005: 325-328 |
8 | EE | Grenville J. Armitage,
Philip Branch:
Distribution of first person shooter online multiplayer games.
IJAMC 1(1): 59-75 (2005) |
2004 |
7 | EE | Tanja Lang,
Philip Branch,
Grenville J. Armitage:
A synthetic traffic model for Quake3.
Advances in Computer Entertainment Technology 2004: 233-238 |
6 | EE | Grenville J. Armitage,
Lawrence Stewart:
Limitations of using real-world, public servers to estimate jitter tolerance of first person shooter games.
Advances in Computer Entertainment Technology 2004: 257-262 |
5 | EE | Grenville J. Armitage,
Lawrence Stewart:
Some thoughts on emulating jitter for user experience trials.
NETGAMES 2004: 157-160 |
4 | EE | Grenville J. Armitage:
Making the Internet Go Away.
IEEE Internet Computing 8(2): 96, 94-95 (2004) |
2003 |
3 | EE | Grenville J. Armitage:
Maximising student exposure to networking using FreeBSD virtual hosts.
Computer Communication Review 33(3): 137-143 (2003) |
2 | EE | Grenville J. Armitage:
Revisiting IP QoS: why do we care, what have we learned? ACM SIGCOMM 2003 RIPQOS workshop report.
Computer Communication Review 33(5): 81-88 (2003) |
1997 |
1 | | Grenville J. Armitage:
IP Multicasting over ATM Networks.
IEEE Journal on Selected Areas in Communications 15(3): 445-457 (1997) |