Abstract is missing.
- A mobile gaming platform for the IMSAmjad Akkawi, Sibylle Schaller, Oliver Wellnitz, Lars C. Wolf. 77-84 [doi]
- Lightweight QoS-support for networked mobile gamingMarcel Busse, Bernd Lamparter, Martin Mauve, Wolfgang Effelsberg. 85-92 [doi]
- Feedback, latency, accuracy: exploring tradeoffs in location-aware gamingKieran Mansley, David Scott, Alastair Tse, Anil Madhavapeddy. 93-97 [doi]
- Using session initiation protocol to build context-aware VoIP support for multiplayer networked gamesAameek Singh, Arup Acharya. 98-105 [doi]
- Implementation of a service platform for online gamesAnees Shaikh, Sambit Sahu, Marcel-Catalin Rosu, Michael Shea, Debanjan Saha. 106-110 [doi]
- OpenPING: a reflective middleware for the construction of adaptive networked game applicationsPaul Okanda, Gordon S. Blair. 111-115 [doi]
- Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online gamesTakuji Iimura, Hiroaki Hazeyama, Youki Kadobayashi. 116-120 [doi]
- Realizing bullet time effect in multiplayer games with local perception filtersJouni Smed, Henrik Niinisalo, Harri Hakonen. 121-128 [doi]
- Scalable peer-to-peer networked virtual environmentShun-Yun Hu, Guan-Ming Liao. 129-133 [doi]
- Is runtime verification applicable to cheat detection?Margaret DeLap, Björn Knutsson, Honghui Lu, Oleg Sokolsky, Usa Sammapun, Insup Lee, Christos Tsarouchis. 134-138 [doi]
- A cheat controlled protocol for centralized online multiplayer gamesBei Di Chen, Muthucumaru Maheswaran. 139-143 [doi]
- The effects of loss and latency on user performance in unreal tournament 2003®Tom Beigbeder, Rory Coughlan, Corey Lusher, John Plunkett, Emmanuel Agu, Mark Claypool. 144-151 [doi]
- Objective and subjective evaluation of the influence of small amounts of delay and jitter on a recent first person shooter gamePeter Quax, Patrick Monsieurs, Wim Lamotte, Danny De Vleeschauwer, Natalie Degrande. 152-156 [doi]
- Some thoughts on emulating jitter for user experience trialsGrenville J. Armitage, Lawrence Stewart. 157-160 [doi]
- Accuracy in dead-reckoning based distributed multi-player gamesSudhir Aggarwal, Hemant Banavar, Amit Khandelwal, Sarit Mukherjee, Sampath Rangarajan. 161-165 [doi]
- A distributed proxy system for provisioning immersive audio communication to massively multi-player gamesCong Duc Nguyen, Farzad Safaei, Paul Boustead. 166 [doi]
- Analysis of scalable data streams for representations in networked virtual environmentsTom Jehaes, Peter Quax, Wim Lamotte. 167 [doi]
- A transaction execution engine architecture for multiplayer online gamesIan Lintault. 168 [doi]
- A partition detection system for distributed mobile gamesHartmut Ritter, Rolf Winter, Jochen H. Schiller, Thorsten Zippan. 169 [doi]
- A self-similarity traffic analysis of an internet-based multiplayer online gameJohn C. McEachen II. 170 [doi]
- A fully distributed architecture for massively multiplayer online gamesChris GauthierDickey, Daniel Zappala, Virginia Mary Lo. 171 [doi]
- FreeMMG: a hybrid peer-to-peer and client-server model for massively multiplayer gamesFábio Reis Cecin, Rafael de Oliveira Jannone, Cláudio F. R. Geyer, Márcio Garcia Martins, Jorge L. V. Barbosa. 172 [doi]