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...
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. ...
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...
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...
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...