Abstract is missing.
- Load balancing for massively multiplayer online gamesFengyun Lu, Simon Parkin, Graham Morgan. 1 [doi]
- Applicability of group communication for increased scalability in MMOGsKnut-Helge Vik, Carsten Griwodz, Pål Halvorsen. 2 [doi]
- Towards public server MMOsChris Chambers, Wu-chang Feng, Wu-chi Feng. 3 [doi]
- A distributed architecture for MMORPGMarios Assiotis, Velin Tzanov. 4 [doi]
- Authority assignment in distributed multi-player proxy-based gamesSudhir Aggarwal, Justin Christofoli, Sarit Mukherjee, Sampath Rangarajan. 5 [doi]
- Comparing interest management algorithms for massively multiplayer gamesJean-Sébastien Boulanger, Jörg Kienzle, Clark Verbrugge. 6 [doi]
- Globally synchronized dead-reckoning with local lag for continuous distributed multiplayer gamesYi Zhang, Ling Chen, Gencai Chen. 7 [doi]
- Group synchronization control over haptic media in a networked real-time game with collaborative workTatsuya Hashimoto, Yutaka Ishibashi. 8 [doi]
- Automated network games enhancement layer: a proposed architectureJason But, Nigel Williams, Sebastian Zander, Lawrence Stewart, Grenville J. Armitage. 9 [doi]
- Modifying first person shooter games to perform real time network monitoring and control tasksWarren Harrop, Grenville J. Armitage. 10 [doi]
- Peer clustering: a hybrid approach to distributed virtual environmentsAlvin Chen, Richard R. Muntz. 11 [doi]
- The effect of network delay on remote calligraphic teaching with haptic interfacesKenji Hikichi, Yasuhiko Yasuda, Akifumi Fukuda, Kaoru Sezaki. 12 [doi]
- A network-adaptive transport scheme for haptic-based collaborative virtual environmentsSeokhee Lee, Sungtae Moon, JongWon Kim. 13 [doi]
- Load-balancing for peer-to-peer networked virtual environmentHsiu-Hui Lee, Chin-Hua Sun. 14 [doi]
- Applying database replication to multi-player online gamesYi Lin, Bettina Kemme, Marta Patiño-Martínez, Ricardo Jiménez-Peris. 15 [doi]
- Distribution of online hardcore player behavior: (how hardcore are you?)Tobias Fritsch, Benjamin Voigt, Jochen H. Schiller. 16 [doi]
- Network game design: hints and implications of player interactionKuan-Ta Chen, Chin-Laung Lei. 17 [doi]
- Telebuddies on the move: social stitching to enhance the networked gaming experienceKris Luyten, Kristof Thys, Steven Huypens, Karin Coninx. 18 [doi]
- Poultry.Internet and Internet Pajama: novel systems for remote haptic interactionJames Keng Soon Teh, Adrian David Cheok. 19 [doi]
- Protecting online games against cheatingChristian Mönch, Gisle Grimen, Roger Midtstraum. 20 [doi]
- On correctness of scalable multi-server state replication in online gamesJens Müller, Andreas Gössling, Sergei Gorlatch. 21 [doi]
- Metazoa LudensRoger Thomas Kok Chuen Tan, James Keng Soon Teh, Adrian David Cheok. 22 [doi]
- Influences of network latency on interactivity in networked rock-paper-scissorsYousuke Hashimoto, Yutaka Ishibashi. 23 [doi]
- Extrapolating server to client IP traffic from empirical measurements of first person shooter gamesPhilip Branch, Grenville J. Armitage. 24 [doi]
- Analysis of multi-player online game traffic based on self-similarityIbrahim Cevizci, Melike Erol, Sema F. Oktug. 25 [doi]
- Server topology considerations in online gamesJeremy Brun, Farzad Safaei, Paul Boustead. 26 [doi]
- A new approach on wearable game design and its evaluationChristian Bertelsmeyer, Erik Koch, Alexander H. Schirm. 27 [doi]
- Meeting technology challenges of pervasive augmented reality gamesWolfgang Broll, Jan Ohlenburg, Irma Lindt, Iris Herbst, Anne-Kathrin Braun. 28 [doi]
- Pervasive games in a mote-enabled virtual world using tuple space middlewareLuca Mottola, Amy L. Murphy, Gian Pietro Picco. 29 [doi]
- Wireless sensor network based mobile pet gameLiang Liu, Huadong Ma. 30 [doi]
- Trading off computation for error in providing immersive voice communications for mobile gamingYing Peng Que, Paul Boustead, Farzad Safaei. 31 [doi]
- Count down protocol: asynchronous consistent protocol in P2P virtual ball gameYoshihiro Kawano, Tatsuhiro Yonekura. 32 [doi]
- Post-game estimation of game client RTT and hop count distributionsGrenville J. Armitage, Carl Javier, Sebastian Zander. 33 [doi]
- Plug-replaceable consistency maintenance for multiplayer gamesRobert D. S. Fletcher, T. C. Nicholas Graham, Christopher Wolfe. 34 [doi]
- Game time modelling for cheating detection in P2P MOGs: a case study with a fast rate cheatStefano Ferretti, Marco Roccetti. 35 [doi]
- A relative delay minimization scheme for multiplayer gaming in differentiated services networksBrian Carrig, David Denieffe, John Murphy. 36 [doi]
- Using local lag and timewarp to improve performance for real life multi-player online gamesDingliang Liang, Paul Boustead. 37 [doi]
- Cellular automata and Hilditch thinning for extraction of user paths in online gamesRuck Thawonmas, Masayasu Hirano, Masayoshi Kurashige. 38 [doi]
- Middleware services for pervasive multiplatform networked gamesFernando Trinta, Carlos Ferraz, Geber Ramalho. 39 [doi]
- A practical pricing model of inter-domain multicasting based on game theoryJinjing Zhao, Peidong Zhu, Xicheng Lu, Feng Zhao. 40 [doi]
- Interest scheme: a new method for path predictionShaolong Li, Changjia Chen. 41 [doi]
- Predicting the perceived quality of a first person shooter: the Quake IV G-modelA. F. Wattimena, Robert E. Kooij, J. M. van Vugt, O. K. Ahmed. 42 [doi]
- On a dynamic caching method for field segmented DVE by multi-serverSyun-nosuke Yamakawa, Tatsuhiro Yonekura. 43 [doi]
- CAN mobile gaming be improved?Tobias Fritsch, Hartmut Ritter, Jochen H. Schiller. 44 [doi]
- Flash movie authoring environment based on state diagramMasayuki Nakagawa, Shusuke Okamoto, Masaru Kamada, Tatsuhiro Yonekura. 45 [doi]
- Cheat detection for MMORPG on P2P environmentsTakato Izaiku, Shinya Yamamoto, Yoshihiro Murata, Naoki Shibata, Keiichi Yasumoto, Minoru Ito. 46 [doi]
- Hack-proof synchronization protocol for multi-player online gamesYeung Siu Fung. 47 [doi]
- A peer-to-peer architecture for massive multiplayer online gamesThorsten Hampel, Thomas Bopp, Robert Hinn. 48 [doi]
- A game authoring tool based on character definition in terms of state-transition diagramsTatsuya Shimomura, Shusuke Okamoto, Masaru Kamada, Tatsuhiro Yonekura. 49 [doi]
- On the support for heterogeneity in networked virtual environmentHiroshi Fujinoki. 50 [doi]
- Consistency requirements in multiplayer online gamesWladimir Palant, Carsten Griwodz, Pål Halvorsen. 51 [doi]
- Andrew Rivolski: multi-display cooperation game over the internetTsuyoshi Hisamatsu, Andy Yamada, Tomoyuki Nezu, Toshimasa Yamazaki, Kazunori Sugiura, Masahiko Inakage, Osamu Nakamura, Jun Murai. 52 [doi]