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Volumn , Issue , 2005, Pages

Influences of network latency and packet loss on consistency in networked racing games

Author keywords

Causality control; Consistency; Dead reckoning; Fairness; Networked racing game

Indexed keywords


EID: 84958247380     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1145/1103599.1103624     Document Type: Conference Paper
Times cited : (27)

References (12)
  • 1
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    • On the impact of delay on real-time multiplayer games
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    • L. Pantel and L. C. Wolf. On the impact of delay on real-time multiplayer games. In Proceedings of ACM NetGames'02, pages 23-29. April 2002.
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    • Pantel, L.1    Wolf, L.C.2
  • 2
    • 0034796464 scopus 로고    scopus 로고
    • Consistency control for distributed interactive media
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    • J. Vogel and M. Mauve. Consistency control for distributed interactive media. In Proceedings of ACM Multimedia'01 , pages 221-230. September/October 2001.
    • (2001) Proceedings of ACM Multimedia'01 , pp. 221-230
    • Vogel, J.1    Mauve, M.2
  • 3
    • 0033353592 scopus 로고    scopus 로고
    • A media synchronization scheme with causality control in network environments
    • October
    • Y. Ishibashi and S. Tasaka. A media synchronization scheme with causality control in network environments. In Proceedings of IEEE LCN'99, pages 232-241. October 1999.
    • (1999) Proceedings of IEEE LCN'99 , pp. 232-241
    • Ishibashi, Y.1    Tasaka, S.2
  • 4
    • 84904903823 scopus 로고    scopus 로고
    • Sync-MS: Synchronized messaging service for real-time multi-player distributed games
    • November
    • Y. Lin, K. Guo, and S. Paul. Sync-MS: Synchronized messaging service for real-time multi-player distributed games. In Proceedings of IEEE ICNP'02, pages 155-164. November 2002.
    • (2002) Proceedings of IEEE ICNP'02 , pp. 155-164
    • Lin, Y.1    Guo, K.2    Paul, S.3
  • 6
    • 0033154298 scopus 로고    scopus 로고
    • A distributed architecture for multiplayer interactive application on the Internet
    • 6-15, July/August
    • C. Diot and L. Gautier. A distributed architecture for multiplayer interactive application on the Internet. IEEE Network, 13(4):6-15, July/August 1999.
    • (1999) IEEE Network , vol.13 , Issue.4
    • Diot, C.1    Gautier, L.2
  • 7
    • 84887057249 scopus 로고    scopus 로고
    • On the suitability of dead reckoning schemes for games
    • April
    • L. Pantel and L. C. Wolf. On the suitability of dead reckoning schemes for games. In Proceedings of ACM NetGames'02, pages 79-84. April 2002.
    • (2002) Proceedings of ACM NetGames'02 , pp. 79-84
    • Pantel, L.1    Wolf, L.C.2
  • 9
    • 77953074515 scopus 로고    scopus 로고
    • Causality and media synchronization control for networked multimedia games: Centralized versus distributed
    • May
    • Y. Ishibashi and S. Tasaka. Causality and media synchronization control for networked multimedia games: Centralized versus distributed. In Proceedings of ACM NetGames'03, pages 34-43. May 2003.
    • (2003) Proceedings of ACM NetGames'03 , pp. 34-43
    • Ishibashi, Y.1    Tasaka, S.2
  • 10
    • 0006465765 scopus 로고
    • Network time protocol (version 3) specification, implementation and analysis
    • March
    • D. L. Mills. Network time protocol (version 3) specification, implementation and analysis. RFC-1305, March 1992.
    • (1992) RFC-1305
    • Mills, D.L.1
  • 11
  • 12
    • 84993801843 scopus 로고    scopus 로고
    • An efficient synchronization mechanism for mirrored game architectures
    • April
    • E. Cronin, B. Filstrup, A. R. Kurc and S. Jamin. An efficient synchronization mechanism for mirrored game architectures. In Proceedings of ACM NetGames'02, pages 67-73. April 2002.
    • (2002) Proceedings of ACM NetGames'02 , pp. 67-73
    • Cronin, E.1    Filstrup, B.2    Kurc, A.R.3    Jamin, S.4


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.