Sciweavers

75 search results - page 3 / 15
» On demand platform for online games
Sort
View
NETGAMES
2006
ACM
15 years 4 months ago
Load balancing for massively multiplayer online games
Supporting thousands, possibly hundreds of thousands, of players is a requirement that must be satisfied when delivering server based online gaming as a commercial concern. Such a...
Fengyun Lu, Simon E. Parkin, Graham Morgan
80
Voted
HT
2009
ACM
14 years 8 months ago
Games with a purpose for social networking platforms
The online games market has matured in recent years. It is now a multi-billion dollar business with hundreds of millions players worldwide. At the same time, social networking pla...
Walter Rafelsberger, Arno Scharl
87
Voted
ESWS
2008
Springer
14 years 12 months ago
OntoGame: Weaving the Semantic Web by Online Games
Most of the challenges faced when building the Semantic Web require a substantial amount of human labor and intelligence. Despite significant advancement in ontology learning and h...
Katharina Siorpaes, Martin Hepp
112
Voted
ACMACE
2004
ACM
15 years 3 months ago
Massively multi-player games: matching game design with technical design
We propose a framework model to facilitate the prototyping and refinement of Massively Multi-player Online Games (MMOG), when included in the appropriate development environment....
Anne-Gwenn Bosser
79
Voted
CCR
2002
72views more  CCR 2002»
14 years 10 months ago
Provisioning on-line games: a traffic analysis of a busy counter-strike server
This paper describes the results of a 500 million packet trace of a popular on-line, multi-player, game server. The results show that the traffic behavior of this heavily loaded ga...
Francis Chang, Wu-chang Feng, Wu-chi Feng, Jonatha...