Sciweavers

NETGAMES
2003
ACM
13 years 9 months ago
Priority-based distribution trees for application-level multicast
In this paper, we propose a novel multicast routing algorithm that is based on application-level priorities and network characteristics: The application may specify an individual ...
Jürgen Vogel, Jörg Widmer, Dirk Farin, M...
NETGAMES
2003
ACM
13 years 9 months ago
Experiences using a dual wireless technology infrastructure to support ad-hoc multiplayer games
Multiplayer games for mobile wireless devices are becoming increasingly popular. Many modern devices such as PDAs or mobile telephones are equipped with Bluetooth interfaces. Blue...
Hartmut Ritter, Thiemo Voigt, Min Tian, Jochen H. ...
NETGAMES
2003
ACM
13 years 9 months ago
A zone-based gaming architecture for ad-hoc networks
Sebastian Matas Riera, Oliver Wellnitz, Lars C. Wo...
NETGAMES
2003
ACM
13 years 9 months ago
A multi-user framework supporting video-based avatars
The application of Networked Virtual Environment (NVE) technology on mobile devices is an emerging area in research. The marketing potential for these types of applications, when ...
Peter Quax, Tom Jehaes, Pieter Jorissen, Wim Lamot...
NETGAMES
2003
ACM
13 years 9 months ago
Bandwidth requirement and state consistency in three multiplayer game architectures
Abstract— Multiplayer games become increasingly popular, mostly because they involve interaction among humans. Typically, multiplayer games are organized based on a Client-Server...
Joseph D. Pellegrino, Constantinos Dovrolis
NETGAMES
2003
ACM
13 years 9 months ago
Spatial principles of level-design in multi-player first-person shooters
: This paper outlines the basic spatial principles of level design in multi-player first-person shooters with special reference to Counterstrike, basing itself on experiment, analy...
Christian Güttler, Troels Degn Johansson
NETGAMES
2003
ACM
13 years 9 months ago
A fair message exchange framework for distributed multi-player games
—This paper presents a framework for message delivery in real-time multi-player distributed interactive games that use the client-server model. Based on this framework, we propos...
Katherine Guo, Sarit Mukherjee, Sampath Rangarajan...
NETGAMES
2003
ACM
13 years 9 months ago
Mobility and stability evaluation in wireless multi-hop networks using multi-player games
Plenty of work was contributed in the field of protocol design and performance evaluation of multi-hop networks. It is generally accepted that mobility has a huge impact on the p...
Frank H. P. Fitzek, Leonardo Badia, Michele Zorzi,...
NETGAMES
2003
ACM
13 years 9 months ago
On the geographic distribution of on-line game servers and players
With a shift in the on-line gaming landscape from individually hosted game servers, to gaming services centrally hosted by game publishers, game console manufacturers, and third-p...
Wu-chang Feng, Wu-chi Feng
NETGAMES
2003
ACM
13 years 9 months ago
Modeling player session times of on-line games
One of the most important aspects in determining the global traffic characteristics of on-line games is to model the traffic behavior of the client. While modeling the client ON-O...
Francis Chang, Wu-chang Feng