3. NETGAMES 2004:
Portland, Oregon, USA Wu-chang Feng (Ed.):
Proceedings of the 3rd Workshop on Network and System Support for Games, NETGAMES 2004, Portland, Oregon, USA, August 30, 2004.
ACM 2004, ISBN 1-58113-942-X
- Amjad Akkawi, Sibylle Schaller, Oliver Wellnitz, Lars C. Wolf:
A mobile gaming platform for the IMS.
- Marcel Busse, Bernd Lamparter, Martin Mauve, Wolfgang Effelsberg:
Lightweight QoS-support for networked mobile gaming.
- Kieran Mansley, David Scott, Alastair Tse, Anil Madhavapeddy:
Feedback, latency, accuracy: exploring tradeoffs in location-aware gaming.
Novel techniques and cheat detection
- Jouni Smed, Henrik Niinisalo, Harri Hakonen:
Realizing bullet time effect in multiplayer games with local perception filters.
- Shun-Yun Hu, Guan-Ming Liao:
Scalable peer-to-peer networked virtual environment.
- Margaret DeLap, Björn Knutsson, Honghui Lu, Oleg Sokolsky, Usa Sammapun, Insup Lee, Christos Tsarouchis:
Is runtime verification applicable to cheat detection?
- Bei Di Chen, Muthucumaru Maheswaran:
A cheat controlled protocol for centralized online multiplayer games.
- Tom Beigbeder, Rory Coughlan, Corey Lusher, John Plunkett, Emmanuel Agu, Mark Claypool:
The effects of loss and latency on user performance in unreal tournament 2003®.
- Peter Quax, Patrick Monsieurs, Wim Lamotte, Danny De Vleeschauwer, Natalie Degrande:
Objective and subjective evaluation of the influence of small amounts of delay and jitter on a recent first person shooter game.
- Grenville J. Armitage, Lawrence Stewart:
Some thoughts on emulating jitter for user experience trials.
- Sudhir Aggarwal, Hemant Banavar, Amit Khandelwal, Sarit Mukherjee, Sampath Rangarajan:
Accuracy in dead-reckoning based distributed multi-player games.
- Cong Duc Nguyen, Farzad Safaei, Paul Boustead:
A distributed proxy system for provisioning immersive audio communication to massively multi-player games.
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- Tom Jehaes, Peter Quax, Wim Lamotte:
Analysis of scalable data streams for representations in networked virtual environments.
- Ian Lintault:
A transaction execution engine architecture for multiplayer online games.
- Hartmut Ritter, Rolf Winter, Jochen H. Schiller, Thorsten Zippan:
A partition detection system for distributed mobile games.
- John C. McEachen II:
A self-similarity traffic analysis of an internet-based multiplayer online game.
- Chris GauthierDickey, Daniel Zappala, Virginia Mary Lo:
A fully distributed architecture for massively multiplayer online games.
- Fábio Reis Cecin, Rafael de Oliveira Jannone, Cláudio F. R. Geyer, Márcio Garcia Martins, Jorge L. V. Barbosa:
FreeMMG: a hybrid peer-to-peer and client-server model for massively multiplayer games.