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Volumn , Issue , 2002, Pages 53-57

Network game traffic modelling

Author keywords

[No Author keywords available]

Indexed keywords

INTERNET TRAFFIC; MARKET POTENTIAL; MULTIPLAYER GAMES; NETWORK GAME; NETWORK GAMING; REAL TIME REQUIREMENT; TRAFFIC MODEL; TRAFFIC MODELLING;

EID: 84958244091     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1145/566500.566508     Document Type: Conference Paper
Times cited : (136)

References (12)
  • 1
    • 35048814002 scopus 로고    scopus 로고
    • Sensitivity of quake3 players to network latency
    • Nov
    • Armitage, Grenville: Sensitivity of Quake3 Players To Network Latency, IMW2001 workshop poster session, Nov 2001, http://www.geocities.com/gj-armitage/q3/quake-results.html
    • (2001) IMW2001 Workshop Poster Session
    • Armitage, G.1
  • 2
    • 0038081423 scopus 로고    scopus 로고
    • Trends in wide area IP traffic patterns - A view from Ames Internet Exchange
    • McCreary S., claffy k.: Trends in wide area IP traffic patterns - A view from Ames Internet Exchange, ITC Spec. Seminar, 2000
    • (2000) ITC Spec. Seminar
    • McCreary, S.1    Claffy, K.2
  • 3
    • 3543069219 scopus 로고    scopus 로고
    • Latency compensating methods in client/server in-game protocol design and optimization
    • Bernier Y.W: Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization, Game Developers Conference 2001, http://www.gdconf.com/archives/proceedings/2001/prog-papers.html
    • (2001) Game Developers Conference
    • Bernier, Y.W.1
  • 4
    • 1542298708 scopus 로고    scopus 로고
    • 1500 archers on a 28.8: Network programming in age of empires and beyond
    • Bettner P., Terrano M.: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond, Game Developers Conference 2001, http://www.gdconf.com/archives/proceedings/2001/prog-papers.html
    • (2001) Game Developers Conference
    • Bettner, P.1    Terrano, M.2
  • 6
    • 33751296690 scopus 로고    scopus 로고
    • Quake: An example multi-user network application - problems and solutions in disributed interactive simulations
    • July
    • Bonham S., Grossman D., Portnoy W., Tam K.: Quake: An Example Multi-User Network Application - Problems and Solutions in Disributed Interactive Simulations, CSE 561 Term Project Report, University of Washington, July 2000, http://www.cs.washington.edu/homes/grossman/projects/561projects/quake/
    • (2000) CSE 561 Term Project Report, University of Washington
    • Bonham, S.1    Grossman, D.2    Portnoy, W.3    Tam, K.4
  • 7
    • 85027881369 scopus 로고    scopus 로고
    • Game2k1, http://www.game2k1.com/
    • Game2k1
  • 8
    • 0034787382 scopus 로고    scopus 로고
    • Modelling user behaviour in networked games
    • June 2001
    • Henderson T., Bhatti S.: Modelling user behaviour in networked games, Multimedia 2001, June 2001, http://www.acm.org/sigs/sigmm/MM2001/ep/henderson/
    • (2001) Multimedia
    • Henderson, T.1    Bhatti, S.2
  • 9
    • 84867443084 scopus 로고    scopus 로고
    • Latency and user behaviour on a multiplayer games server
    • London, UK, pp1-13, Nov 2001
    • Henderson T., Latency and user behaviour on a multiplayer games server. NGC 2001, London, UK, pp1-13, Nov 2001, http://www.cs.ucl.ac.uk/staff/T.Henderson/docs.html
    • (2001) NGC
    • Henderson, T.1
  • 12
    • 85027847780 scopus 로고    scopus 로고
    • Designing fast-action games for the internet
    • May
    • Ng Yu-Sheng: Designing Fast-Action Games for the Internet, Gamasutra (Online Game Developer Magazine), May 1997, http://www.gamasutra.com/features/19970905/ng-01.htm
    • (1997) Gamasutra (Online Game Developer Magazine)
    • Yu-Sheng, N.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.