Sciweavers

NETGAMES
2006
ACM
13 years 10 months ago
Hack-proof synchronization protocol for multi-player online games
Synchronization protocols based on “dead-reckoning” are vulnerable to a popular type of cheat called speed-hack. A speed-hack helps a cheater to gain unfair advantages by essen...
Yeung Siu Fung
NETGAMES
2006
ACM
13 years 10 months ago
On the support for heterogeneity in networked virtual environment
This paper presents our ongoing research activity to design and implement a framework for an networked virtual environment (NVE) that efficiently supports both hardware and softwa...
Hiroshi Fujinoki
NETGAMES
2006
ACM
13 years 10 months ago
Meeting technology challenges of pervasive augmented reality games
Pervasive games provide a new type of game combining new technologies with the real environment of the players. While this already poses new challenges to the game developer, requ...
Wolfgang Broll, Jan Ohlenburg, Irma Lindt, Iris He...
NETGAMES
2006
ACM
13 years 10 months ago
Applying database replication to multi-player online games
Multi-player Online Games (MOGs) have emerged as popular data intensive applications in recent years. Being used by many players simultaneously, they require a high degree of faul...
Yi Lin, Bettina Kemme, Marta Patiño-Mart&ia...
NETGAMES
2006
ACM
13 years 10 months ago
Cellular automata and Hilditch thinning for extraction of user paths in online games
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Ruck Thawonmas, Masayasu Hirano, Masayoshi Kurashi...
NETGAMES
2006
ACM
13 years 10 months ago
Plug-replaceable consistency maintenance for multiplayer games
Consistency maintenance of replicated data in multiplayer games is a challenging issue due to the performance constraints of real-time interactive applications. We present an appr...
Robert D. S. Fletcher, T. C. Nicholas Graham, Chri...
NETGAMES
2006
ACM
13 years 10 months ago
Telebuddies on the move: social stitching to enhance the networked gaming experience
In this paper we report on our work to enable “laid-back” social interactions using television as a primary interaction medium and mobile devices that participate as a seconda...
Kris Luyten, Kristof Thys, Steven Huypens, Karin C...
NETGAMES
2006
ACM
13 years 10 months ago
Applicability of group communication for increased scalability in MMOGs
Massive multiplayer online games (MMOGs) are today the driving factor for the development of distributed interactive applications, and they are increasing in size and complexity. ...
Knut-Helge Vik, Carsten Griwodz, Pål Halvors...
NETGAMES
2006
ACM
13 years 10 months ago
A new approach on wearable game design and its evaluation
As technologies evolve and computer systems shrink to the size of matchboxes, also their field of application shifts in new directions. Our permanent companions, mobile phones, p...
Christian Bertelsmeyer, Erik Koch, Alexander H. Sc...
NETGAMES
2006
ACM
13 years 10 months ago
Comparing interest management algorithms for massively multiplayer games
Broadcasting all state changes to every player of a massively multiplayer game is not a viable solution. To successfully overcome the challenge of scale, massively multiplayer gam...
Jean-Sébastien Boulanger, Jörg Kienzle...