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NETGAMES
2006
ACM
15 years 5 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
VRML
2009
ACM
15 years 6 months ago
Extending X3D for distributed multimedia processing and control
Web-based applications of interactive 3D computer graphics are showing a tendency to get more interconnected and visually complex. Virtual communities like Second Life demand real...
Michael Repplinger, Alexander Löffler, Benjam...
INFOCOM
2009
IEEE
15 years 6 months ago
P2P Second Life: Experimental Validation Using Kad
: Applications such as Second Life require massive deployment of servers worldwide to support a large number of users. We investigate experimentally how Peer-to-Peer (P2P) communic...
Matteo Varvello, C. Diout, Ernst W. Biersack
ICPP
2007
IEEE
15 years 6 months ago
Mercury: Combining Performance with Dependability Using Self-virtualization
There has recently been increasing interests in using system virtualization to improve the dependability of HPC cluster systems. However, it is not cost-free and may come with som...
Haibo Chen, Rong Chen, Fengzhe Zhang, Binyu Zang, ...
MM
2003
ACM
133views Multimedia» more  MM 2003»
15 years 5 months ago
Real-time compression for dynamic 3D environments
The goal of tele-immersion has long been to enable people at remote locations to share a sense of presence. A tele-immersion system acquires the 3D representation of a collaborato...
Sang-Uok Kum, Ketan Mayer-Patel, Henry Fuchs