Abstract is missing.
- A framework for experimenting distributed connectivity strategies in DVEsRomain Cavagna, Maha Abdallah. 1-3 [doi]
- Supporting first person shooter games with competing traffic in 802.11e MACHanghang Qi, David Malone, Ashwin Murali, Dmitri Botvich. 1-2 [doi]
- A demonstration of a lockless, relaxed atomicity state parallel game server (LEARS)Kjetil Raaen, Håvard Espeland, Håkon Kvale Stensland, Andreas Petlund, Pål Halvorsen, Carsten Griwodz. 1-3 [doi]
- Context-aware 3D object streaming for mobile gamesHesam Rahimi, Ali A. Nazari Shirehjini, Shervin Shirmohammadi. 1-3 [doi]
- Triangle-based obstacle-aware load balancing for massively multiplayer gamesAlexandre Denault, César Cañas, Jörg Kienzle, Bettina Kemme. 1-6 [doi]
- Cheat detection and prevention in P2P MOGsKévin Huguenin, Amir Yahyavi, Bettina Kemme. 1-2 [doi]
- What + when = how: The timelines approach to consistency in networked gamesCheryl Savery, T. C. Nicholas Graham. 1-2 [doi]
- SpotCheck: An efficient defense against information exposure cheatsSam Moffatt, Akshay Dua, Wu-chang Feng. 1-6 [doi]
- Perceptual view inconsistency: An objective evaluation framework for online game quality of experience (QoE)Peng Chen, Magda El Zarki. 1-6 [doi]
- RCAT: A RESTful client-scalable architectureThomas Debeauvais, Arthur Valadares, Cristina Videira Lopes. 1-2 [doi]
- A flexible connectivity architecture for avatar management in P2P virtual environmentsEliya Buyukkaya, Maha Abdallah. 1-2 [doi]
- CounterMeasures: A game for teaching computer securityCraig Jordan, Matt Knapp, Dan Mitchell, Mark Claypool, Kathi Fisler. 1-6 [doi]
- MMORPG player behavior model based on player action categoriesMirko Suznjevic, Ivana Stupar, Maja Matijasevic. 1-6 [doi]
- Déjà vu - Predicting the number of players in online games through normalization of historical dataTyvand, Kyrre M. Begnum, Hugo Hammer. 1-2 [doi]
- The quest for meaningful mobility in massively multi-user virtual environmentsLaura Itzel, Florian Heger, Gregor Schiele, Christian Becker. 1-2 [doi]
- RTSenv: An experimental environment for real-time strategy gamesSiqi Shen, Otto Visser, Alexandru Iosup. 1-6 [doi]
- AntReckoning: Dead reckoning using interest modeling by pheromonesAmir Yahyavi, Kévin Huguenin, Bettina Kemme. 1-6 [doi]
- On the performance of games using solid state drivesMark Claypool, Jared Hays, Alex Kuang, Thomas Lextrait. 1-5 [doi]
- Cheat-proof peer-to-peer trading card gamesDaniel Pittman, Chris GauthierDickey. 1-6 [doi]