-
1
-
-
84856484119
-
Influence of network delay and jitter on cooperation in multiplayer games
-
ACM, New York, NY, USA, VRCAI '11
-
BEZNOSYK, A., QUAX, P., CONINX, K., AND LAMOTTE, W. 2011. Influence of network delay and jitter on cooperation in multiplayer games. In Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry, ACM, New York, NY, USA, VRCAI '11, 351-354.
-
(2011)
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
, pp. 351-354
-
-
Beznosyk, A.1
Quax, P.2
Coninx, K.3
Lamotte, W.4
-
2
-
-
84858983786
-
Arrrgghh!!!: Blending quantitative and qualitative methods to detect player frustration
-
ACM, New York, NY, USA, FDG '11
-
CANOSSA, A., DRACHEN, A., AND SØRENSEN, J. R. M. 2011. Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustration. In Proceedings of the 6th International Conference on Foundations of Digital Games, ACM, New York, NY, USA, FDG '11, 61-68.
-
(2011)
Proceedings of the 6th International Conference on Foundations of Digital Games
, pp. 61-68
-
-
Canossa, A.1
Drachen, A.2
Sørensen, J.R.M.3
-
3
-
-
77955210600
-
Perceptually motivated guidelines for voice synchronization in film
-
July
-
CARTER, E. J., SHARAN, L., TRUTOIU, L., MATTHEWS, I., AND HODGINS, J. K. 2010. Perceptually motivated guidelines for voice synchronization in film. ACM Transactions on Applied Perception 7, 4 (July), 23:1-23:12.
-
(2010)
ACM Transactions on Applied Perception
, vol.7
, Issue.4
-
-
Carter, E.J.1
Sharan, L.2
Trutoiu, L.3
Matthews, I.4
Hodgins, J.K.5
-
4
-
-
33750703981
-
Latency and player actions in online games
-
Nov.
-
CLAYPOOL, M., AND CLAYPOOL, K. 2006. Latency and player actions in online games. Communications of the ACM 49, 11 (Nov.), 40-45.
-
(2006)
Communications of the ACM
, vol.49
, Issue.11
, pp. 40-45
-
-
Claypool, M.1
Claypool, K.2
-
5
-
-
84958257860
-
Analysis of factors affecting players' performance and perception in multiplayer games
-
ACM, New York, NY, USA, NetGames '05
-
DICK, M., WELLNITZ, O., AND WOLF, L. 2005. Analysis of factors affecting players' performance and perception in multiplayer games. In Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games, ACM, New York, NY, USA, NetGames '05, 1-7.
-
(2005)
Proceedings of 4th ACM SIGCOMM Workshop on Network and System Support for Games
, pp. 1-7
-
-
Dick, M.1
Wellnitz, O.2
Wolf, L.3
-
7
-
-
84958234156
-
The effect of latency and network limitations on mmorpgs: A field study of everquest 2
-
ACM, New York, NY, USA, NetGames '05
-
FRITSCH, T., RITTER, H., AND SCHILLER, J. 2005. The effect of latency and network limitations on mmorpgs: A field study of everquest 2. In Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games, ACM, New York, NY, USA, NetGames '05.
-
(2005)
Proceedings of 4th ACM SIGCOMM Workshop on Network and System Support for Games
-
-
Fritsch, T.1
Ritter, H.2
Schiller, J.3
-
8
-
-
58049120379
-
More motion capture in games can we make example-based approaches scale?
-
Motion in Games, Springer, Berlin Heidelberg
-
GLEICHER, M. 2008. More motion capture in games can we make example-based approaches scale? In Motion in Games, Springer, Berlin Heidelberg, vol. 5277 of Lecture Notes in Computer Science, 82-93.
-
(2008)
Lecture Notes in Computer Science
, vol.5277
, pp. 82-93
-
-
Gleicher, M.1
-
9
-
-
70350114084
-
Talking bodies: Sensitivity to desynchronization of conversations
-
Oct.
-
MCDONNELL, R., ENNIS, C., DOBBYN, S., AND O'SULLIVAN, C. 2009. Talking bodies: Sensitivity to desynchronization of conversations. ACM Transactions on Applied Perception 6, 4 (Oct.), 22:1-22:8.
-
(2009)
ACM Transactions on Applied Perception
, vol.6
, Issue.4
-
-
McDonnell, R.1
Ennis, C.2
Dobbyn, S.3
O'Sullivan, C.4
-
10
-
-
85016685867
-
The effect of latency on user performance in warcraft iii
-
ACM, New York, NY, USA, NetGames '03
-
SHELDON, N., GIRARD, E., BORG, S., CLAYPOOL, M., AND AGU, E. 2003. The effect of latency on user performance in warcraft iii. In Proceedings of the 2nd workshop on Network and system support for games, ACM, New York, NY, USA, NetGames '03, 3-14.
-
(2003)
Proceedings of the 2nd Workshop on Network and System Support for Games
, pp. 3-14
-
-
Sheldon, N.1
Girard, E.2
Borg, S.3
Claypool, M.4
Agu, E.5
-
11
-
-
77953087352
-
Predicting the perceived quality of a first person shooter: The quake iv g-model
-
ACM, New York, NY, USA, NetGames '06
-
WATTIMENA, A. F., KOOIJ, R. E., VAN VUGT, J. M., AND AHMED, O. K. 2006. Predicting the perceived quality of a first person shooter: the quake iv g-model. In Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games, ACM, New York, NY, USA, NetGames '06.
-
(2006)
Proceedings of 5th ACM SIGCOMM Workshop on Network and System Support for Games
-
-
Wattimena, A.F.1
Kooij, R.E.2
Van Vugt, J.M.3
Ahmed, O.K.4
|