2. NETGAMES 2003:
Redwood City, California, USA
Proceedings of the 2nd Workshop on Network and System Support for Games, NETGAMES 2003, Redwood City, California, USA, May 22-23, 2003.
ACM 2003, ISBN 1-58113-734-6
- Nathan Sheldon, Eric Girard, Seth Borg, Mark Claypool, Emmanuel Agu:
The effect of latency on user performance in Warcraft III.
3-14

- Francis Chang, Wu-chang Feng:
Modeling player session times of on-line games.
23-26

- Katherine Guo, Sarit Mukherjee, Sampath Rangarajan, Sanjoy Paul:
A fair message exchange framework for distributed multi-player games.
29-41

- Yutaka Ishibashi, Shuji Tasaka:
Causality and media synchronization control for networked multimedia games: centralized versus distributed.
42-51

- Joseph D. Pellegrino, Constantinos Dovrolis:
Bandwidth requirement and state consistency in three multiplayer game architectures.
52-59

- Tom Jehaes, Danny De Vleeschauwer, Toon Coppens, Bart Van Doorselaer, Eva Deckers, W. Naudts, K. Spruyt, R. Smets:
Access network delay in networked games.
63-71

- Sebastian Matas Riera, Oliver Wellnitz, Lars C. Wolf:
A zone-based gaming architecture for ad-hoc networks.
72-76

- Frank H. P. Fitzek, Leonardo Badia, Michele Zorzi, Gerrit Schulte, Patrick Seeling, Tristan Henderson:
Mobility and stability evaluation in wireless multi-hop networks using multi-player games.
77-87

- Keith Mitchell, Duncan McCaffery, George Metaxas, Joe Finney, Stefan Schmid, Andrew Scott:
Six in the city: introducing Real Tournament - a mobile IPv6 based context-aware multiplayer game.
91-100

- Hartmut Ritter, Thiemo Voigt, Min Tian, Jochen H. Schiller:
Experiences using a dual wireless technology infrastructure to support ad-hoc multiplayer games.
101-105

- Adrian David Cheok, Fong Siew Wan, Kok Hwee Goh, Xubo Yang, Wei Liu, Farzam Farbiz:
Human Pacman: a sensing-based mobile entertainment system with ubiquitous computing and tangible interaction.
106-117

- Edward Castronova:
Network technology, markets, and the growth of synthetic worlds.
121-134

- Peter Quax, Tom Jehaes, Pieter Jorissen, Wim Lamotte:
A multi-user framework supporting video-based avatars.
137-147

- Jürgen Vogel, Jörg Widmer, Dirk Farin, Martin Mauve, Wolfgang Effelsberg:
Priority-based distribution trees for application-level multicast.
148-157

- Christian Güttler, Troels Degn Johansson:
Spatial principles of level-design in multi-player first-person shooters.
158-170

- Wu-chang Feng, Wu-chi Feng:
On the geographic distribution of on-line game servers and players.
173-179

- Debanjan Saha, Sambit Sahu, Anees Shaikh:
A service platform for on-line games.
180-184

- Manuel M. Oliveira, Tristan Henderson:
What online gamers really think of the Internet?
185-193

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