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Volumn , Issue , 2004, Pages 144-151

The effects of loss and latency on user performance in unreal tournament 2003

Author keywords

Latency; Loss; Network Games

Indexed keywords

GAME SERVERS; LATENCY; LOSS; NETWORK GAMES;

EID: 11244262523     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: None     Document Type: Conference Paper
Times cited : (96)

References (14)
  • 1
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    • G. Armitage. An Experimental Estimation of Latency Sensitivity in Multiplayer Quake 3. International Conference on Networks (ICON), Sept. 2003.
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    • Armitage, G.1
  • 2
    • 77954447241 scopus 로고    scopus 로고
    • The effects of packet loss and latency on player performance in unreal tournament 2003
    • WPI, May 2004. Advisors M. Claypool and E. Agu.
    • T. Beigbeder, R. Coughlan, C. Lusher, and J. Plunkett. The Effects of Packet Loss and Latency on Player Performance in Unreal Tournament 2003. Major Qualifying Project MQP-MLC-NG03, WPI, May 2004. Advisors M. Claypool and E. Agu.
    • Major Qualifying Project MQP-MLC-NG03
    • Beigbeder, T.1    Coughlan, R.2    Lusher, C.3    Plunkett, J.4
  • 3
    • 3543069219 scopus 로고    scopus 로고
    • Latency compensating methods in client/server in-game protocol design and optimization
    • Feb.
    • Y. W. Bernier. Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization. Game Developers Conference, Feb. 2001.
    • (2001) Game Developers Conference
    • Bernier, Y.W.1
  • 4
    • 0038055521 scopus 로고    scopus 로고
    • 1500 archers on a 28.8: Network programming in age of empires and beyond
    • Mar.
    • P. Bettner and M. Terrano. 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond. Gamasutra, Mar. 2001.
    • (2001) Gamasutra
    • Bettner, P.1    Terrano, M.2
  • 6
    • 11244284550 scopus 로고    scopus 로고
    • Latency and user behaviour on a multiplayer game server
    • Nov.
    • T. Henderson. Latency and User Behaviour on a Multiplayer Game Server. COST Workshop (NGC), Nov. 2001.
    • (2001) COST Workshop (NGC)
    • Henderson, T.1
  • 8
    • 0008911589 scopus 로고    scopus 로고
    • The internet sucks: Or, what I learned coding X-wing vs. tie fighter
    • Sept.
    • P. Lincroft. The Internet Sucks: Or, What I Learned Coding X-Wing vs. Tie Fighter. Gamasutra, Sept. 1999.
    • (1999) Gamasutra
    • Lincroft, P.1
  • 9
    • 11244320201 scopus 로고    scopus 로고
    • Trends in wide area IP traffic patterns: A view from ames internet exchange
    • Sept.
    • S. McCreary and k claffy. Trends in Wide Area IP Traffic Patterns: A View from Ames Internet Exchange. ITC Measurement and Modeling of IP Traffic, Sept. 2000.
    • (2000) ITC Measurement and Modeling of IP Traffic
    • McCreary, S.1    Claffy, K.2
  • 10
    • 0038055511 scopus 로고    scopus 로고
    • Designing fast-action games for the internet
    • Sept.
    • Y.-S. Ng. Designing Fast-Action Games for the Internet. Gamasutra, Sept. 1997.
    • (1997) Gamasutra
    • Ng, Y.-S.1
  • 14
    • 0036240118 scopus 로고    scopus 로고
    • Aspects of networking in multiplayer computer games
    • J. Smed, T. Kaukoranta, and H. Hakonen. Aspects of Networking in Multiplayer Computer Games. The Electronic Library, 20(2):87-97, 2002.
    • (2002) The Electronic Library , vol.20 , Issue.2 , pp. 87-97
    • Smed, J.1    Kaukoranta, T.2    Hakonen, H.3


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.