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NETGAMES
2004
ACM
15 years 10 months ago
Accuracy in dead-reckoning based distributed multi-player games
Distributed multi-player games use dead reckoning vectors to intimate other (at a distance) participating players about the movement of any entity by a controlling player. The dea...
Sudhir Aggarwal, Hemant Banavar, Amit Khandelwal, ...
CANDC
2009
ACM
15 years 8 months ago
Computational and cognitive infrastructures of stigma: empowering identity in social computing and gaming
Computing technologies such as games, social networking sites, and virtual environments often reproduce forms of social stigma encountered in everyday real life, as well as introd...
D. Fox Harrell
NETGAMES
2006
ACM
15 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...
WWW
2003
ACM
16 years 5 months ago
ProxyTeller: A Tool for Guiding Web Proxy Cache Placement Decisions
The efficient delivery of internet content has been identified as a key issue of research for some time. Forward (or reverse) proxies, which are positioned along the request route...
Peter Triantafillou, Ioannis Aekaterinidis
ICOIN
2007
Springer
15 years 10 months ago
Balanced Multipath Source Routing
Abstract. We consider the problem of balancing the traffic load ideally over a wireless multihop network. In previous work, a systematic approach to this task was undertaken, start...
Shreyas Prasad, André Schumacher, Harri Haa...