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» Personalization of a Trust Network
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CONEXT
2006
ACM
16 years 10 days ago
Modeling ping times in first person shooter games
In First Person Shooter (FPS) games the Round Trip Time (RTT), i.e., the sum of the network delay from client to server and the network delay from server to client, impacts the ga...
Natalie Degrande, Danny De Vleeschauwer, Robert E....
NETGAMES
2005
ACM
15 years 12 months 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...
JNW
2008
116views more  JNW 2008»
15 years 4 months ago
Scalable Revocation in Hybrid Ad Hoc Networks: The SHARL Scheme
The article proposes a simple, scalable and robust scheme for the distribution of revocation information in mobile ad hoc networks (MANETs). The scheme is intended for ad hoc netwo...
Mona Holsve Ofigsbø, Anne Marie Hegland, P&...
SAC
2009
ACM
15 years 11 months ago
Towards developing a trust-based security solution
Wireless sensor network has emerged as a new information and data gathering paradigm based on the collaborative efforts of a large number of autonomous sensing devices. With small...
Sheikh Iqbal Ahamed, Donghyun Kim, Chowdhury Shari...
WWW
2003
ACM
16 years 7 months ago
The Eigentrust algorithm for reputation management in P2P networks
Peer-to-peer file-sharing networks are currently receiving much attention as a means of sharing and distributing information. However, as recent experience shows, the anonymous, o...
Sepandar D. Kamvar, Mario T. Schlosser, Hector Gar...