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NETGAMES
2006
ACM
15 years 11 months ago
A distributed architecture for MMORPG
We present an approach to support Massively Multiplayer Online Role-Playing Games. Our proposed solution begins by splitting the large virtual world into smaller regions, each reg...
Marios Assiotis, Velin Tzanov
NETGAMES
2006
ACM
15 years 11 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
134
Voted
SIGCOMM
2006
ACM
15 years 11 months ago
Policy-based routing with non-strict preferences
Traditional studies of routing problems often assumed strict preferences on paths, by eliminating ambiguity in path comparisons, or imposing a priori deterministic tie-breaking. S...
Chi-kin Chau
147
Voted
SIGIR
2006
ACM
15 years 11 months ago
Personalized recommendation driven by information flow
We propose that the information access behavior of a group of people can be modeled as an information flow issue, in which people intentionally or unintentionally influence and in...
Xiaodan Song, Belle L. Tseng, Ching-Yung Lin, Ming...
UIST
2006
ACM
15 years 11 months ago
Procedural haptic texture
We present the Haptic Shading Framework (HSF), a framework for procedurally defining haptic texture. HSF haptic texture shaders are short procedures allowing an application-progr...
Jeremy Shopf, Marc Olano
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