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...
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...
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’ ...
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...
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...