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Volumn 4658 LNCS, Issue , 2007, Pages 157-166

Rich internet architectures for browser-based multiplayer real-time Games - Design and implementation issues of virtual-kicker.com

Author keywords

[No Author keywords available]

Indexed keywords

ANIMATION; REAL TIME SYSTEMS; SOFTWARE ARCHITECTURE; VIRTUAL REALITY;

EID: 38049026745     PISSN: 03029743     EISSN: 16113349     Source Type: Book Series    
DOI: 10.1007/978-3-540-74573-0_17     Document Type: Conference Paper
Times cited : (3)

References (20)
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    • Claypool, M.1    Claypool, K.2
  • 4
    • 33750736329 scopus 로고    scopus 로고
    • Managing Latency and Fairness in Networked Games
    • Brun, J., Safaei, F., Boustead, P.: Managing Latency and Fairness in Networked Games. Communications of the ACM 49(11), 46-51 (2006)
    • (2006) Communications of the ACM , vol.49 , Issue.11 , pp. 46-51
    • Brun, J.1    Safaei, F.2    Boustead, P.3
  • 5
    • 33646596875 scopus 로고    scopus 로고
    • Online games and e-business: Architecture for integrating business models and services into online games
    • Sharp, C., Rowe, M.: Online games and e-business: Architecture for integrating business models and services into online games. IBM Systems Journal 45(1), 161-179 (2006)
    • (2006) IBM Systems Journal , vol.45 , Issue.1 , pp. 161-179
    • Sharp, C.1    Rowe, M.2
  • 6
    • 85168808758 scopus 로고    scopus 로고
    • Agents-Based Modeling for a Peer-to-Peer MMOG Architecture
    • Article
    • El Rhalibi, A., Merabti, M.: Agents-Based Modeling for a Peer-to-Peer MMOG Architecture. Computers in Entertainment 3(2) Article 3B (2005)
    • (2005) Computers in Entertainment , vol.3 , Issue.2
    • El Rhalibi, A.1    Merabti, M.2
  • 10
    • 33646067773 scopus 로고    scopus 로고
    • An active self-optimizing multiplayer gaming architecture
    • Ramakrishna, V., Robinson, M., Eustice, K., Reiher, P.: An active self-optimizing multiplayer gaming architecture. Cluster Computing 9(2), 201-205 (2006)
    • (2006) Cluster Computing , vol.9 , Issue.2 , pp. 201-205
    • Ramakrishna, V.1    Robinson, M.2    Eustice, K.3    Reiher, P.4
  • 12
    • 0036240118 scopus 로고    scopus 로고
    • Aspects of networking in multiplayer computer games
    • Smed, K., Hakonen, H.: 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, K.1    Hakonen, H.2
  • 14
    • 3543055786 scopus 로고    scopus 로고
    • An Efficient Synchronization Mechanism for Mirrored Game Architectures
    • Cronin, E., Kurc, A., Filstrup, B., Jamin, S.: An Efficient Synchronization Mechanism for Mirrored Game Architectures. Multimedia Tools and Applications 23(1), 7-30 (2004)
    • (2004) Multimedia Tools and Applications , vol.23 , Issue.1 , pp. 7-30
    • Cronin, E.1    Kurc, A.2    Filstrup, B.3    Jamin, S.4
  • 15
    • 0036374223 scopus 로고    scopus 로고
    • On the Impact of Delay on Real-Time Multiplayer Games
    • Pantel, L., Wolf, L.: On the Impact of Delay on Real-Time Multiplayer Games. In: Proceedings of NOSSDAV '02, pp. 23-29 (2002)
    • (2002) Proceedings of NOSSDAV '02 , pp. 23-29
    • Pantel, L.1    Wolf, L.2
  • 16
    • 0033154298 scopus 로고    scopus 로고
    • A distributed architecture for multiplayer interactive application on the Internet
    • Diot, C., Gautier, L.: A distributed architecture for multiplayer interactive application on the Internet. IEEE Network Magazine 13(4), 6-15 (1999)
    • (1999) IEEE Network Magazine , vol.13 , Issue.4 , pp. 6-15
    • Diot, C.1    Gautier, L.2
  • 17
    • 0742321327 scopus 로고    scopus 로고
    • Local-lag and time-warp: Providing consistency for replicated continous applications
    • Mauve, M., Vogel, J., Hilt, V., Effelsberg, W.: Local-lag and time-warp: Providing consistency for replicated continous applications. IEEE Transactions on Multimedia 6(1), 47-57 (2004)
    • (2004) IEEE Transactions on Multimedia , vol.6 , Issue.1 , pp. 47-57
    • Mauve, M.1    Vogel, J.2    Hilt, V.3    Effelsberg, W.4
  • 20
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    • Adaptive Server Selection for Large Scale Interactive Online Games
    • Lee, K.W., Ko, B.J., Calo, S.: Adaptive Server Selection for Large Scale Interactive Online Games. Journal of Computer Networks 49(1), 84-102 (2004)
    • (2004) Journal of Computer Networks , vol.49 , Issue.1 , pp. 84-102
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* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.