메뉴 건너뛰기




Volumn , Issue , 2004, Pages 22-27

Comparison of delivery architectures for immersive audio in crowded networked games

Author keywords

Massively Multiplayer Games; Network and Server Architectures; Scalable Immersive Audio; Virtual Environments

Indexed keywords

COMPUTER NETWORKS; MULTICASTING; MULTIMEDIA SYSTEMS; NETWORK PROTOCOLS; REAL TIME SYSTEMS; SERVERS; SPEECH COMMUNICATION; VIDEO SIGNAL PROCESSING;

EID: 4544273265     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1145/1005847.1005854     Document Type: Conference Paper
Times cited : (20)

References (9)
  • 2
    • 0032072444 scopus 로고    scopus 로고
    • Fundamental and technological limitations of immersive audio systems
    • TY -JOUR
    • C. Kyriakakis, "Fundamental and technological limitations of immersive audio systems," Proceedings of the IEEE, vol. 86. no. 5, pp. 941-951, 1998, TY -JOUR.
    • (1998) Proceedings of the IEEE , vol.86 , Issue.5 , pp. 941-951
    • Kyriakakis, C.1
  • 4
    • 0038927484 scopus 로고    scopus 로고
    • Supporting rich and dynamic communication in large-scale collaborative virtual environments
    • Chris Greenhalgh and Steve Benford, "Supporting rich and dynamic communication in large-scale collaborative virtual environments." Presence, vol. 8, no. 1, 1999.
    • (1999) Presence , vol.8 , Issue.1
    • Greenhalgh, C.1    Benford, S.2
  • 8
    • 23044526820 scopus 로고    scopus 로고
    • Pricing multicast communication: A cost-based approach
    • John C.-I. Chuang and Marvin A. Sirbu, "Pricing multicast communication: A cost-based approach," Telecommunication Systems, vol. 17, no. 3, pp. 281-297, 2001.
    • (2001) Telecommunication Systems , vol.17 , Issue.3 , pp. 281-297
    • Chuang, J.C.-I.1    Sirbu, M.A.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.