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Volumn 2233 LNCS, Issue , 2001, Pages 1-13

Latency and user behaviour on a multiplayer game server

Author keywords

[No Author keywords available]

Indexed keywords

BEHAVIORAL RESEARCH; DISTRIBUTED COMPUTER SYSTEMS;

EID: 84867443084     PISSN: 03029743     EISSN: 16113349     Source Type: Book Series    
DOI: 10.1007/3-540-45546-9_1     Document Type: Conference Paper
Times cited : (73)

References (13)
  • 3
    • 1642271757 scopus 로고    scopus 로고
    • Latency compensating methods in client/server in-game protocol design and optimization
    • San Jose, CA, Mar.
    • Y. W. Bernier. Latency compensating methods in client/server in-game protocol design and optimization. In Proceedings of the 15th Games Developers Conference, San Jose, CA, Mar. 2001.
    • (2001) Proceedings of the 15th Games Developers Conference
    • Bernier, Y.W.1
  • 4
    • 0342656704 scopus 로고    scopus 로고
    • Source models of network game traffic
    • Feb. 15
    • M. S. Borella. Source models of network game traffic. Computer Communications, 23(4):403-410, Feb. 15, 2000.
    • (2000) Computer Communications , vol.23 , Issue.4 , pp. 403-410
    • Borella, M.S.1
  • 5
    • 33744717671 scopus 로고    scopus 로고
    • Nov. White paper commissioned by Volpe Welty Asset Management, L.L.C., for the Synchronous Person-to-Person Interactive Computing Environments Meeting
    • S. Cheshire. Latency and the quest for interactivity, Nov. 1996. White paper commissioned by Volpe Welty Asset Management, L.L.C., for the Synchronous Person-to-Person Interactive Computing Environments Meeting.
    • (1996) Latency and the Quest for Interactivity
    • Cheshire, S.1
  • 13
    • 84878640055 scopus 로고    scopus 로고
    • Valve Software. Half-Life. http://www.sierrastudios.com/games/half-life/.
    • Valve Software


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.