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INFOCOM
2006
IEEE
13 years 10 months ago
On the Sensitivity of Online Game Playing Time to Network QoS
Abstract— Online gaming is one of the most profitable businesses on the Internet. Among various threats to continuous player subscriptions, network lags are particularly notorio...
Kuan-Ta Chen, Polly Huang, Guo-Shiuan Wang, Chun-Y...
TII
2008
169views more  TII 2008»
13 years 4 months ago
Fine-Tuning MAC-Level Protocols for Optimized Real-Time QoS
In distributed real-time systems, meeting the real-time constraints is mandatory but the satisfaction of other application-dependent criteria is most generally required as well. I...
Mathieu Grenier, Nicolas Navet
SP
2008
IEEE
103views Security Privacy» more  SP 2008»
13 years 11 months ago
Preserving Caller Anonymity in Voice-over-IP Networks
— Applications such as VoIP need to provide anonymity to clients while maintaining low latency to satisfy quality of service (QoS) requirements. Existing solutions for providing ...
Mudhakar Srivatsa, Ling Liu, Arun Iyengar
ICC
2007
IEEE
239views Communications» more  ICC 2007»
13 years 11 months ago
Measuring WCDMA and HSDPA Delay Characteristics with QoSMeT
—Quality of Service (QoS) is becoming increasingly important with the rise of multimedia applications (e.g., voice over IP (VoIP), video conferencing, online gaming, and Internet...
Jarmo Prokkola, Mikko Hanski, Marko Jurvansuu, Mil...
NETGAMES
2004
ACM
13 years 10 months ago
A cheat controlled protocol for centralized online multiplayer games
Ordering of command messages from the clients at the game servers is an important issue that impacts fairness, response times, and smoothness of the game play. Recently, protocols...
Bei Di Chen, Muthucumaru Maheswaran