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JUCS
2007
174views more  JUCS 2007»
15 years 6 months ago
Real-time Human Proxy: An Avatar-based Communication System
Abstract: We propose a concept of real-time human proxy for avatar-based communication systems, which virtualizes a human in the real world in real-time and which lets the virtuali...
Daisaku Arita, Rin-ichiro Taniguchi
NOSSDAV
2005
Springer
15 years 12 months ago
Using n-trees for scalable event ordering in peer-to-peer games
We are concerned with the fundamental problem of event ordering in multiplayer peer-to-peer games. Event ordering, even without faults, requires all-to-all message passing with at...
Chris GauthierDickey, Virginia Mary Lo, Daniel Zap...
GLOBECOM
2006
IEEE
16 years 16 days ago
A Game-Theoretic Framework for Interference Avoidance in Ad hoc Networks
It is shown in this paper that direct extensions of distributed greedy Interference Avoidance (IA) techniques for networks with centralized receivers to networks with multiple unc...
Rekha Menon, Allen B. MacKenzie, R. Michael Buehre...
DIGRA
2005
Springer
16 years 13 hour ago
Architecting Scalability for Massively Multiplayer Online Gaming Experiences
In this study, the authors propose to discuss scalability challenges posed by Massively Multiplayer Online Game (MMOG) scenarios, while outlining issues specific to the context of...
Rui Gil, José Tavares, Licinio Roque
NORDICHI
2004
ACM
15 years 12 months ago
Marrying HCI/Usability and computer games: a preliminary look
The fields HCI/usability and computer games have existed for a few decades with virtually no mutual interaction. However, in recent years, a number of exchanges have appeared, bot...
Anker Helms Jørgensen