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IEEEARES
2008
IEEE
13 years 11 months ago
Rapid Detection of Constant-Packet-Rate Flows
—The demand for effective VoIP and online gaming traffic management methods continues to increase for purposes such as QoS provisioning, usage accounting, and blocking VoIP call...
Kuan-Ta Chen, Jing-Kai Lou
NETGAMES
2005
ACM
13 years 10 months ago
Traffic characteristics of a massively multi-player online role playing game
This paper presents traffic measurement of a Massively Multiplayer On-line Role Playing Game (MMORPG). This analysis characterizes the MMORPG traffic and shows its implications fo...
Jaecheol Kim, Jaeyoung Choi, Dukhyun Chang, Taekyo...
NETGAMES
2005
ACM
13 years 10 months ago
A challenge for reusing multiplayer online games without modifying binaries
In this paper, we advocate the problem of reusing Multiplayer Online Game (MOG) in Client-Server (C/S) architecture. The problem is that MOG services cannot continue to be provide...
Yugo Kaneda, Hitomi Takahashi, Masato Saito, Hirot...
DIGRA
2005
Springer
13 years 10 months ago
A Sociotechnical Conjecture about the Context and Development of Multiplayer Online Game Experiences
The advent of multiplayer online games brings new actors into the development scene and redefines traditional roles and interactions. Anchored on studies of the role of context in...
Licinio Roque
VRST
2004
ACM
13 years 10 months ago
GameOD: an internet based game-on-demand framework
Multiplayer online 3D games are becoming very popular in recent years. However, existing games require the complete game content to be installed prior to game playing. Since the c...
Frederick W. B. Li, Rynson W. H. Lau, Danny Kilis