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FDG
2009
ACM
16 years 1 months ago
Perspectives, frame rates and resolutions: it's all in the game
Hardware and platform limitations restrict the display settings for most computer games, forcing a tradeoff between frame rate and resolution to achieve acceptable performance. Pr...
Mark Claypool, Kajal T. Claypool
FDG
2009
ACM
16 years 1 months ago
Robust resource allocation in a massive multiplayer online gaming environment
The environment considered in this research is a massive multiplayer online gaming (MMOG) environment. Each user controls an avatar (an image that represents and is manipulated by...
Luis Diego Briceno, Howard Jay Siegel, Anthony A. ...
GROUP
2009
ACM
16 years 1 months ago
Usability heuristics for networked multiplayer games
Networked multiplayer games must support a much wider variety of interactions than single-player games because networked games involve communication and coordination between playe...
David Pinelle, Nelson Wong, Tadeusz Stach, Carl Gu...
IMC
2009
ACM
16 years 1 months ago
Moving beyond end-to-end path information to optimize CDN performance
Replicating content across a geographically distributed set of servers and redirecting clients to the closest server in terms of latency has emerged as a common paradigm for impro...
Rupa Krishnan, Harsha V. Madhyastha, Sridhar Srini...
IMC
2009
ACM
16 years 1 months ago
Characterizing VLAN-induced sharing in a campus network
Many enterprise, campus, and data-center networks have complex layer-2 virtual LANs (“VLANs”) below the IP layer. The interaction between layer-2 and IP topologies in these VL...
Muhammad Mukarram Bin Tariq, Ahmed Mansy, Nick Fea...
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