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Volumn , Issue , 2005, Pages 1-6

Supporting p2p gaming when players have heterogeneous resources

Author keywords

Games; Peer To Peer

Indexed keywords

DELAY PROFILES; MULTIPLAYER NETWORKED GAMES;

EID: 29844437077     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: None     Document Type: Conference Paper
Times cited : (7)

References (10)
  • 1
    • 84858523766 scopus 로고    scopus 로고
    • Dead reckoning:latency hiding for networked games
    • September 19
    • J. Aronson. Dead reckoning:latency hiding for networked games. In Gamasutra magazine, September 19 1997. http://www.gamasutra.com/features/ 19970919/aronson_01.htm.
    • (1997) Gamasutra Magazine
    • Aronson, J.1
  • 3
    • 11244262523 scopus 로고    scopus 로고
    • The effects of loss and latency on user performance in unreal tournament 2003
    • T. Beigbeder et al. The effects of loss and latency on user performance in unreal tournament 2003. In Proc. ACM NetGames, pages 144-151, 2004.
    • (2004) Proc. ACM NetGames , pp. 144-151
    • Beigbeder, T.1
  • 5
    • 0033154298 scopus 로고    scopus 로고
    • A distributed architecture for multiplayer interactive applications on the internet
    • Jul-Aug
    • C. Diot and L. Gautier. A distributed architecture for multiplayer interactive applications on the internet. In IEEE Networks, volume 13, pages 6-15. Jul-Aug 1999.
    • (1999) IEEE Networks , vol.13 , pp. 6-15
    • Diot, C.1    Gautier, L.2
  • 6
    • 4544240978 scopus 로고    scopus 로고
    • Low latency and cheat-proof event ordering for peer-to-peer games
    • C. GauthierDickey, D. Zappala, V. Lo, and J. Marr. Low latency and cheat-proof event ordering for peer-to-peer games. In Proc. NOSSDAV, pages 134-139, 2004.
    • (2004) Proc. NOSSDAV , pp. 134-139
    • GauthierDickey, C.1    Zappala, D.2    Lo, V.3    Marr, J.4
  • 7
    • 0032631521 scopus 로고    scopus 로고
    • End-to-end transmission control mechanisms for multiparty interactive applications on the internet
    • L. Gautier, C. Diot, and J. Kurose. End-to-end transmission control mechanisms for multiparty interactive applications on the internet. In Proc. INFOCOM, 1999.
    • (1999) Proc. INFOCOM
    • Gautier, L.1    Diot, C.2    Kurose, J.3
  • 8
    • 84937006817 scopus 로고    scopus 로고
    • Access network delay in networked games
    • T. Jehaes et al. Access network delay in networked games. In Proc. ACM Netgames 2003, pages 63-71, 2003.
    • (2003) Proc. ACM Netgames 2003 , pp. 63-71
    • Jehaes, T.1
  • 10
    • 4544292064 scopus 로고    scopus 로고
    • The effect of latency on user performance in warcraft iii
    • N. Sheldon et al. The effect of latency on user performance in warcraft iii. In Proc. ACM NetGames 2003, 2003.
    • (2003) Proc. ACM NetGames 2003
    • Sheldon, N.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.