Journal: Multimedia Tools Appl.

Volume 23, Issue 3

167 -- 183Lakshmi Priya Mahalingam, K. Selçuk Candan. Multi-Criteria Query Optimization in the Presence of Result Size and Quality Tradeoffs
185 -- 201Vincent Oria, M. Tamer Özsu, Paul Iglinski. Foundation of the DISIMA Image Query Languages
203 -- 220Antonis Hondroulis, Costas Harizakis, Peter Triantafillou. Optimal Cache Memory Exploitation for Continuous Media: To Cache or to Prefetch?
203 -- 224Sooyong Kang, Heon Young Yeom. Modeling the Caching Effect in Continuous Media Servers
221 -- 235Laurent Amsaleg, Patrick Gros, Sid-Ahmed Berrani. Robust Object Recognition in Images and the Related Database Problems
225 -- 242Farahnaz Mohanna, Farzin Mokhtarian. An Efficient Active Contour Model Through Curvature Scale Space Filtering
237 -- 252Angelo Chianese, Antonio Picariello, Lucio Sansone, Maria Luisa Sapino. Managing Uncertainties in Image Databases: A Fuzzy Approach
243 -- 260Chun-Chuan Yang, Yi-Zheng Yang. SMILAuthor: An Authoring System for SMIL-Based Multimedia Presentations
261 -- 280Aylin Kantarci, Turhan Tunali. Design and Implementation of a Streaming System for MPEG-1 Videos
281 -- 305Jen-Wen Ding, Sheng-Yuan Tseng, Yueh-Min Huang. Packet Permutation: A Robust Transmission Technique for Continuous Media Streaming Over the Internet

Volume 23, Issue 2

75 -- 101Elisa Bertino, Ahmed K. Elmagarmid, Mohand-Said Hacid. A Logical Approach to Quality of Service Specification in Video Databases
103 -- 130Ligang Dong, Bharadwaj Veeravalli. GEMA: An Object Replacement Algorithm for Cooperative Web Proxy Systems
131 -- 159Weifeng Shi, Shahram Ghandeharizadeh. Controlled Buffer Sharing in Continuous Media Servers

Volume 23, Issue 1

5 -- 6Lars C. Wolf. Introduction: NetGames 2002
7 -- 30Eric Cronin, Anthony R. Kurc, Burton Filstrup, Sugih Jamin. An Efficient Synchronization Mechanism for Mirrored Game Architectures
31 -- 46Johannes Färber. Traffic Modelling for Fast Action Network Games
47 -- 66Daniel Bauer, Ilias Iliadis, Sean Rooney, Paolo Scotton. Communication Architectures for Massive Multi-Player Games