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Volumn 49, Issue 11, 2006, Pages 46-51

Managing latency and fairness on networked games

Author keywords

[No Author keywords available]

Indexed keywords

GAME STATE; GEOGRAPHICAL DISTANCES; ONLINE GAMES; PLAYABILITY;

EID: 33750736329     PISSN: 00010782     EISSN: 00010782     Source Type: Journal    
DOI: 10.1145/1167838.1167861     Document Type: Review
Times cited : (35)

References (10)
  • 1
    • 1642271757 scopus 로고    scopus 로고
    • Latency compensating methods in client/server in-game protocol design and optimization
    • (San Jose, CA, Mar. 20-24). CMP Media LLC, Manhasset, NY
    • Bernier, W. Latency compensating methods in client/server in-game protocol design and optimization. In Proceedings of the Game Developer Conference (San Jose, CA, Mar. 20-24). CMP Media LLC, Manhasset, NY, 2001; www.gamasutra.com/features/gdcarchievc/2001/bernier.doc.
    • (2001) Proceedings of the Game Developer Conference
    • Bernier, W.1
  • 3
    • 18944401884 scopus 로고    scopus 로고
    • Distributing network games servers for improved geographical scalability
    • Autumn
    • Brun, J., Safaei, F., and Boustead, P. Distributing network games servers for improved geographical scalability. Telecommunication Journal of Australia 55, 2 (Autumn 2005), 23-32.
    • (2005) Telecommunication Journal of Australia , vol.55 , Issue.2 , pp. 23-32
    • Brun, J.1    Safaei, F.2    Boustead, P.3
  • 4
    • 18844452665 scopus 로고    scopus 로고
    • A fair synchronization protocol with cheat proofing for decentralized online multiplayer games
    • (Cambridge, MA, Aug. 30-Sept. 1). IEEE Computer Society, Washington, D.C.
    • Chen, B. and Maheswaran, M. A fair synchronization protocol with cheat proofing for decentralized online multiplayer games. In Proceedings of the Third IEEE symposium on Network Computing and Applications (Cambridge, MA, Aug. 30-Sept. 1). IEEE Computer Society, Washington, D.C., 2004, 372-375.
    • (2004) Proceedings of the Third IEEE Symposium on Network Computing and Applications , pp. 372-375
    • Chen, B.1    Maheswaran, M.2
  • 5
    • 0742321327 scopus 로고    scopus 로고
    • Local-lag and time-warp: Providing consistency for replicated continuous applications
    • Feb.
    • Mauve, M., Vogel, J., Hilt, V., and Effelsberg, W. Local-lag and time-warp: Providing consistency for replicated continuous applications. IEEE Transactions on Multimedia 6, 1 (Feb. 2004), 47-57.
    • (2004) IEEE Transactions on Multimedia , vol.6 , Issue.1 , pp. 47-57
    • Mauve, M.1    Vogel, J.2    Hilt, V.3    Effelsberg, W.4
  • 7
    • 84887057249 scopus 로고    scopus 로고
    • On the suitability of dead reckoning schemes for games
    • (Braunschweig, Germany, Apr. 16-17). ACM Press, New York
    • Pantel, L. and Wolf, L. On the suitability of dead reckoning schemes for games. In Proceedings of the First Workshop on Network and System Support for Games (Braunschweig, Germany, Apr. 16-17). ACM Press, New York, 2002, 79-84.
    • (2002) Proceedings of the First Workshop on Network and System Support for Games , pp. 79-84
    • Pantel, L.1    Wolf, L.2
  • 8
    • 35248856198 scopus 로고    scopus 로고
    • User experience: Objective and subjective evaluation of the influence of small amounts of delay and jitter on a recent first-person shooter game
    • (Portland, OR, Aug. 30). ACM Press, New York
    • Quax, P., Monsieurs, P., Wim, L., De Vleeschauwer, D., and Degrande, N. User experience: Objective and subjective evaluation of the influence of small amounts of delay and jitter on a recent first-person shooter game. In Proceedings of the Third Workshop on Network and System Support for Games (Portland, OR, Aug. 30). ACM Press, New York, 2004.
    • (2004) Proceedings of the Third Workshop on Network and System Support for Games
    • Quax, P.1    Monsieurs, P.2    Wim, L.3    De Vleeschauwer, D.4    Degrande, N.5
  • 9
    • 20344371220 scopus 로고    scopus 로고
    • Latency-driven distribution: Infrastructure needs of participatory entertainment applications
    • May
    • Safaei, F., Boustead, P., Nguyen, C., Brun, J., and Dowlatshahi, M. Latency-driven distribution: Infrastructure needs of participatory entertainment applications. IEEE Communications Magazine 43, 5 (May 2005), 106-112.
    • (2005) IEEE Communications Magazine , vol.43 , Issue.5 , pp. 106-112
    • Safaei, F.1    Boustead, P.2    Nguyen, C.3    Brun, J.4    Dowlatshahi, M.5
  • 10


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.