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IWCMC
2006
ACM
13 years 11 months ago
Performance enhancing proxy for interactive 3G network gaming
Unlike non-time-critical applications like email and file transfer, network games demand timely data delivery to maintain the seemingly interactive presence of players in the vir...
Gene Cheung, Takashi Sakamoto, Michael Sweeney
CHI
2010
ACM
13 years 11 months ago
Improving social game engagement on facebook through enhanced socio-contextual information
In this paper we describe the results of a controlled study of a social game, Magpies, which was built on the Facebook Online Social Network (OSN) and enhanced with contextual soc...
Ben Kirman, Shaun Lawson, Conor Linehan, Francesco...
INFOCOM
2003
IEEE
13 years 10 months ago
Flow Aggregation for Enhanced TCP over Wide Area Wireless
Abstract— Throughout the world, GSM cellular mobile networks are being upgraded to support the “always-on” General Packet Radio Service (GPRS). Despite the apparent availabil...
Rajiv Chakravorty, Sachin Katti, Ian Pratt, Jon Cr...
FDG
2009
ACM
13 years 9 months ago
Affective game engines: motivation and requirements
The tremendous advances in gaming technologies over the past decade have focused primarily on the physical realism of the game environment and game characters, and the complexity ...
Eva Hudlicka
DSN
2008
IEEE
13 years 6 months ago
Enhanced server fault-tolerance for improved user experience
Interactive applications such as email, calendar, and maps are migrating from local desktop machines to data centers due to the many advantages offered by such a computing environ...
Manish Marwah, Shivakant Mishra, Christof Fetzer