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NETGAMES
2005
ACM
16 years 22 days ago
Dissecting server-discovery traffic patterns generated by multiplayer first person shooter games
We study the ‘background traffic’ resulting from tens of thousands of networked first person shooter (FPS) clients searching for servers on which to play. Networked, multiplay...
Sebastian Zander, David Kennedy, Grenville J. Armi...
DEBS
2008
ACM
15 years 9 months ago
Extending Siena to support more expressive and flexible subscriptions
This paper defines and discusses the implementation of two novel extensions to the Siena Content-based Network (CBN) to extend it to become a Knowledge-based Network (KBN) thereby...
John Keeney, Dominik Roblek, Dominic Jones, David ...
PERCOM
2003
ACM
16 years 13 days ago
An Architecture that Treats Everyday Objects as Communicating Tangible Components
The paper describes research that has been carried out in “extrovert-Gadgets”, a research project funded in the context of EU IST/FET proactive initiative “Disappearing Comp...
Achilles Kameas, Stephen J. Bellis, Irene Mavromma...
NGC
2000
Springer
109views Communications» more  NGC 2000»
15 years 10 months ago
Router level filtering for receiver interest delivery
Delivering data to on-line game participants requires the game data to be "customized" in real-time to each participant's characteristics. Using multicast in such a...
Manuel M. Oliveira, Jon Crowcroft, Christophe Diot
CLUSTER
2004
IEEE
15 years 11 months ago
An efficient end-host architecture for cluster communication
Cluster computing environments built from commodity hardware have provided a cost-effective solution for many scientific and high-performance applications. Likewise, middleware te...
Xin Qi, Gabriel Parmer, Richard West
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