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DSRT
2005
IEEE
16 years 5 days ago
Exploring the Use of Local Consistency Measures as Thresholds for Dead Reckoning Update Packet Generation
Human-to-human interaction across distributed applications requires that sufficient consistency be maintained among participants in the face of network characteristics such as lat...
David J. Roberts, Damien Marshall, Rob Aspin, S&ea...
ACMACE
2005
ACM
16 years 3 days ago
Rendezvous: supporting real-time collaborative mobile gaming in high latency environments
Despite the ever increasing popularity of handheld, networked gaming consoles, fully interactive real-time, multiplayer games designed for these platforms have yet to become a rea...
Angie Chandler, Joe Finney
DIGRA
2005
Springer
16 years 2 days ago
A Sociotechnical Conjecture about the Context and Development of Multiplayer Online Game Experiences
The advent of multiplayer online games brings new actors into the development scene and redefines traditional roles and interactions. Anchored on studies of the role of context in...
Licinio Roque
ACMACE
2004
ACM
15 years 12 months ago
A synthetic traffic model for Quake3
This paper presents our development of a synthetic traffic model for the interactive online computer game Quake3. The goal is a traffic model that can be used by researchers and I...
Tanja Lang, Philip Branch, Grenville J. Armitage
MM
2004
ACM
104views Multimedia» more  MM 2004»
15 years 12 months ago
Supporting continuous consistency in multiplayer online games
Multiplayer online games have become very popular in recent years. However, they generally suffer from network latency problem. If a player changes its states, it will take some ...
Frederick W. B. Li, Lewis W. F. Li, Rynson W. H. L...