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NETGAMES
2006
ACM
16 years 25 days ago
Telebuddies on the move: social stitching to enhance the networked gaming experience
In this paper we report on our work to enable “laid-back” social interactions using television as a primary interaction medium and mobile devices that participate as a seconda...
Kris Luyten, Kristof Thys, Steven Huypens, Karin C...
NETGAMES
2006
ACM
16 years 25 days ago
A relative delay minimization scheme for multiplayer gaming in differentiated services networks
Multiplayer gaming over the Internet continues to grow in popularity, despite a lack of Quality of Service (QoS) mechanisms. Future QoS-aware networks such as those based on the D...
Brian Carrig, David Denieffe, John Murphy
PPPJ
2006
ACM
16 years 25 days ago
Experiences with the development of a reverse engineering tool for UML sequence diagrams: a case study in modern Java developmen
The development of a tool for reconstructing UML sequence diagrams from executing Java programs is a challenging task. We implemented such a tool designed to analyze any kind of J...
Matthias Merdes, Dirk Dorsch
SAC
2006
ACM
16 years 25 days ago
A chat interface for human-agent interaction in MAST
In this paper we introduce a group-messaging interface that allows humans to efficiently interact with a group of agents through a hierarchical and customizable text protocol. Our...
Marco M. Carvalho, Matteo Rebeschini, James Horsle...
SIGMETRICS
2006
ACM
168views Hardware» more  SIGMETRICS 2006»
16 years 25 days ago
Throughput performance of popular JMS servers
The Java Messaging Service (JMS) facilitates communication among distributed software components according to the publish/subscribe principle. If the subscribers install filter r...
Michael Menth, Robert Henjes, Christian Zepfel, Se...
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