2008 |
9 | 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 |
8 | EE | Sebastian Zander,
Grenville J. Armitage,
Philip Branch:
Covert channels in multiplayer first person shooter online games.
LCN 2008: 215-222 |
7 | 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 |
2007 |
6 | EE | Antonio L. Cricenti,
Philip Branch:
ARMA(1, 1) modeling of Quake4 Server to client game traffic.
NETGAMES 2007: 70-74 |
2006 |
5 | EE | Philip Branch,
Grenville J. Armitage:
Extrapolating server to client IP traffic from empirical measurements of first person shooter games.
NETGAMES 2006: 24 |
2005 |
4 | 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 |
3 | EE | Grenville J. Armitage,
Philip Branch:
Distribution of first person shooter online multiplayer games.
IJAMC 1(1): 59-75 (2005) |
2004 |
2 | EE | Tanja Lang,
Philip Branch,
Grenville J. Armitage:
A synthetic traffic model for Quake3.
Advances in Computer Entertainment Technology 2004: 233-238 |
1999 |
1 | EE | Philip Branch,
Mohammed Atiquzzaman:
Congestion Control for Interactive Video-on-Demand over ATM.
Real-Time Imaging 5(5): 315-328 (1999) |