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NETGAMES
2004
ACM
15 years 5 months ago
Realizing bullet time effect in multiplayer games with local perception filters
Local perception filters exploit the limitations of human perception to reduce the effects of network latency in multiplayer computer games. Because they allow temporal distorti...
Jouni Smed, Henrik Niinisalo, Harri Hakonen
CW
2003
IEEE
15 years 5 months ago
Disappearing Computers, Social Actors and Embodied Agents
Presently, there are user interfaces that allow multimodal interactions. Many existing research and prototype systems introduced embodied agents, assuming that they allow a more n...
Anton Nijholt
IJAMC
2008
85views more  IJAMC 2008»
14 years 11 months ago
Scalable reputation management with trustworthy user selection for P2P MMOGs
: Recent research on Peer-to-Peer Massively Multiplayer Online Games (P2P MMOGs) has tried to find more scalable and affordable solutions to build virtual environments via the reso...
Guan-Yu Huang, Shun-Yun Hu, Jehn-Ruey Jiang
HPDC
2006
IEEE
15 years 5 months ago
Materializing Highly Available Grids
Grids are becoming a mission-critical component in research and industry. The services they provide are thus required to be highly available, contributing to the vision of the Gri...
Mark Silberstein, Gabriel Kliot, Artyom Sharov, As...
NOMS
2008
IEEE
15 years 6 months ago
Optimizing request denial and latency in an agent-based VPN architecture
—Agent-based virtual private networks architecture (ABVA) refers to the environment where a third-party provider runs and administers remote access VPN service for organizations ...
Haiyang Qian, Steve Dispensa, Deep Medhi