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FDG
2009
ACM
15 years 4 months ago
Perspectives, frame rates and resolutions: it's all in the game
Hardware and platform limitations restrict the display settings for most computer games, forcing a tradeoff between frame rate and resolution to achieve acceptable performance. Pr...
Mark Claypool, Kajal T. Claypool
NETGAMES
2005
ACM
15 years 3 months ago
Dissecting server-discovery traffic patterns generated by multiplayer first person shooter games
We study the ‘background traffic’ resulting from tens of thousands of networked first person shooter (FPS) clients searching for servers on which to play. Networked, multiplay...
Sebastian Zander, David Kennedy, Grenville J. Armi...
DIGRA
2003
Springer
15 years 3 months ago
"This isn't a computer game you know!": revisiting the computer games/televised war analogy
During the Gulf War of 1991, the television coverage was frequently observed to be ‘just like a video game’. This analogy primarily derived from the specific, ‘bombs-eye’ ...
Melanie Swalwell
CHI
2011
ACM
14 years 1 months ago
Evaluating the benefits of 3d stereo in modern video games
We present a study that investigates user performance benefits of 3D stereo in modern video games. Based on an analysis of several video games that are best suited for use with co...
Joseph J. LaViola Jr., Tad Litwiller
PERCOM
2009
ACM
15 years 10 months ago
RationalExposure: a Game Theoretic Approach to Optimize Identity Exposure in Pervasive Computing Environments
In pervasive computing environments, personal information is expressed in digital forms to a great extent. Daily activities and personal preferences may be easily associated with p...
Feng Zhu, Wei Zhu