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Venues (Conferences, Journals, ...)
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GrowBag graphs for keyword ? (Num. hits/coverage)
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The graphs summarize 1054 occurrences of 477 keywords
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Results
Found 1729 publication records. Showing 1729 according to the selection in the facets
Hits ?▲ |
Authors |
Title |
Venue |
Year |
Link |
Author keywords |
87 | Ahmad Sardouk, Sidi-Mohammed Senouci, Nadjib Achir, Khaled Boussetta |
Assessment of MANET broadcast schemes in the application context of multiplayer video games. |
NETGAMES |
2007 |
DBLP DOI BibTeX RDF |
multiplayer video games, ad hoc networks, broadcast |
68 | David Pinelle, Nelson Wong, Tadeusz Stach, Carl Gutwin |
Usability heuristics for networked multiplayer games. |
GROUP |
2009 |
DBLP DOI BibTeX RDF |
NGH, game usability, networked game heuristics, usability, heuristic evaluation, networked games, multiplayer games |
68 | Lan Yang, Peerapong Sutinrerk |
Mirrored arbiter architecture: a network architecture for large scale multiplayer games. |
SCSC |
2007 |
DBLP BibTeX RDF |
interest management techniques, mirrored-arbiter architecture, multicast, massively multiplayer games |
68 | Jens Müller 0004, Sergei Gorlatch |
Rokkatan: scaling an RTS game design to the massively multiplayer realm. |
Comput. Entertain. |
2006 |
DBLP DOI BibTeX RDF |
massively multiplayer, scalability, computer games |
58 | Jin Ryong Kim, Il-Kyu Park, Kwang-Hyun Shim |
The Effects of Network Loads and Latency in Multiplayer Online Games. |
ICEC |
2007 |
DBLP DOI BibTeX RDF |
MMOG tests, P2P-based tests, network game tests, multiplayer games, mean opinion score, Load tests |
58 | Sami Laakso, Mikko Laakso |
Design of a body-driven multiplayer game system. |
Comput. Entertain. |
2006 |
DBLP DOI BibTeX RDF |
computer vision, gesture recognition, object tracking, multiplayer games |
58 | Angie Chandler, Joe Finney |
On the effects of loose causal consistency in mobile multiplayer games. |
NETGAMES |
2005 |
DBLP DOI BibTeX RDF |
relevance filtering, collaborative, mobile, peer to peer, real-time, gaming, wireless, latency, consistency management, multiplayer |
58 | Jens Müller 0004, Jan Hendrik Metzen, Alexander Ploss, Maraike Schellmann, Sergei Gorlatch |
Rokkatan: scaling an RTS game design to the massively multiplayer realm. |
Advances in Computer Entertainment Technology |
2005 |
DBLP DOI BibTeX RDF |
massively multiplayer, scalability, computer games |
58 | Lothar Pantel, Lars C. Wolf |
On the impact of delay on real-time multiplayer games. |
NOSSDAV |
2002 |
DBLP DOI BibTeX RDF |
user impact, delay, real-time applications, multiplayer games |
52 | Kevin A. Li, Scott Counts |
Exploring social interactions and attributes of casual multiplayer mobile gaming. |
Mobility Conference |
2007 |
DBLP DOI BibTeX RDF |
|
52 | Jean-Sébastien Boulanger, Jörg Kienzle, Clark Verbrugge |
Comparing interest management algorithms for massively multiplayer games. |
NETGAMES |
2006 |
DBLP DOI BibTeX RDF |
distributed games, computer games, interest management |
49 | Daniel Lupei, Bogdan Simion, Don Pinto, Matthew Misler, Mihai Burcea, William Krick, Cristiana Amza |
Towards scalable and transparent parallelization of multiplayer games using transactional memory support. |
PPoPP |
2010 |
DBLP DOI BibTeX RDF |
scalability, synchronization, software transactional memory, massively multiplayer games |
49 | Gonçalo Duarte Garcia Pereira, Pedro Alexandre Santos, Rui Prada |
Self-adapting dynamically generated maps for turn-based strategic multiplayer browser games. |
Advances in Computer Entertainment Technology |
2009 |
DBLP DOI BibTeX RDF |
expanding maps, multiplayer game balance, self-adapting maps, strategy browser game, dynamic maps |
49 | Sebastian Zander, Ian Leeder, Grenville J. Armitage |
Achieving fairness in multiplayer network games through automated latency balancing. |
Advances in Computer Entertainment Technology |
2005 |
DBLP DOI BibTeX RDF |
multiplayer network games, delay, fairness |
49 | Newton Lee |
Jabber for multiplayer flash games. |
Comput. Entertain. |
2004 |
DBLP DOI BibTeX RDF |
software games, XML, online games, Flash, multiplayer games, XMPP, Jabber |
49 | Fábio Reis Cecin, Rafael de Oliveira Jannone, Cláudio F. R. Geyer, Márcio Garcia Martins 0002, Jorge L. V. Barbosa |
FreeMMG: a hybrid peer-to-peer and client-server model for massively multiplayer games. |
NETGAMES |
2004 |
DBLP DOI BibTeX RDF |
cheat-proof games, peer-to-peer, massively multiplayer games |
49 | Nicolas Ducheneaut, Robert J. Moore |
The social side of gaming: a study of interaction patterns in a massively multiplayer online game. |
CSCW |
2004 |
DBLP DOI BibTeX RDF |
interactivity, social interaction, multiplayer games, design recommendations |
49 | John Halloran 0001, Geraldine Fitzpatrick, Yvonne Rogers, Paul Marshall |
Does it matter if you don't know who's talking?: multiplayer gaming with voiceover IP. |
CHI Extended Abstracts |
2004 |
DBLP DOI BibTeX RDF |
voiceover IP, social interaction, qualitative study, multiplayer games |
45 | Gustavo Aranda Bada, Vicente J. Botti, Carlos Carrascosa |
MMOG based on MAS: the MMOG layer. |
AAMAS (2) |
2009 |
DBLP BibTeX RDF |
MAS, multi-agent systems, MMOG, massively multiplayer online games |
45 | Angie Chandler, Joe Finney |
Rendezvous: supporting real-time collaborative mobile gaming in high latency environments. |
Advances in Computer Entertainment Technology |
2005 |
DBLP DOI BibTeX RDF |
collaboration, mobile, real-time, gaming, consistency, latency, multi-user, multiplayer |
42 | Gustavo Aranda Bada, Carlos Carrascosa, Vicente J. Botti |
Characterizing Massively Multiplayer Online Games as Multi-Agent Systems. |
HAIS |
2008 |
DBLP DOI BibTeX RDF |
|
42 | Pedro Morillo 0001, Juan M. Orduña, Marcos Fernández 0001 |
Workload Characterization in Multiplayer Online Games. |
ICCSA (1) |
2006 |
DBLP DOI BibTeX RDF |
|
42 | Ahmed Abdelkhalek 0002, Angelos Bilas |
Parallelization and Performance of Interactive Multiplayer Game Servers. |
IPDPS |
2004 |
DBLP DOI BibTeX RDF |
|
41 | Simon Joslin, Ross Brown 0001, Penny Drennan |
The gameplay visualization manifesto: a framework for logging and visualization of online gameplay data. |
Comput. Entertain. |
2007 |
DBLP DOI BibTeX RDF |
gameplay visualization, massively multiplayer online roleplaying games, quests, game design, massively multiplayer online games |
39 | Daniel Lupei, Bogdan Simion, Don Pinto, Matthew Misler, Mihai Burcea, William Krick, Cristiana Amza |
Transactional memory support for scalable and transparent parallelization of multiplayer games. |
EuroSys |
2010 |
DBLP DOI BibTeX RDF |
scalability, load balancing, synchronization, software transactional memory, massively multiplayer games |
39 | Naoki Ishii, Yutaka Ishibashi, Shinji Sugawara |
Enhancement of adaptive Delta-causality control with adaptive dead-reckoning for multiplayer online games. |
Advances in Computer Entertainment Technology |
2009 |
DBLP DOI BibTeX RDF |
causality control, experiment, dead-reckoning, multiplayer online games |
39 | Fadi Chehimi, Paul Coulton |
Motion controlled mobile 3D multiplayer gaming. |
Advances in Computer Entertainment Technology |
2008 |
DBLP DOI BibTeX RDF |
mobile, games, interface, 3D, phones, multiplayer |
39 | Janne Lautamäki, Riku Suomela |
Using player proximity in mobile multiplayer games: experiences from Sandman. |
Advances in Computer Entertainment Technology |
2008 |
DBLP DOI BibTeX RDF |
MUPE, multiplayer mobile games, context-aware, Bluetooth, pervasive game, proximity |
39 | Alex Meredith, Mark Griffiths 0001, Monica T. Whitty |
Identity in massively multiplayer online games: a qualitative pilot study. |
iiWAS |
2008 |
DBLP DOI BibTeX RDF |
massively multiplayer online games (MMOs), identity, qualitative, self-presentation |
39 | Robert J. Moore, Nicolas Ducheneaut, Eric Nickell |
Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds. |
Comput. Support. Cooperative Work. |
2007 |
DBLP DOI BibTeX RDF |
virtual worlds, collaborative virtual environments, game design, ethnomethodology, conversation analysis, Massively Multiplayer Online Games |
39 | Leigh Achterbosch, Robyn Pierce, Gregory Simmons |
Massively multiplayer online role-playing games: the past, present, and future. |
Comput. Entertain. |
2007 |
DBLP DOI BibTeX RDF |
socialization, MMORPG, game development, multiplayer games |
39 | Abdul Malik Khan, Sophie Chabridon, Antoine Beugnard |
Synchronization medium: a consistency maintenance component for mobile multiplayer games. |
NETGAMES |
2007 |
DBLP DOI BibTeX RDF |
multiplayer mobile games, latency hiding, data synchronization, communication abstraction, medium |
39 | Venkatraman Ramakrishna, Max Robinson, Kevin Eustice, Peter L. Reiher |
An Active Self-Optimizing Multiplayer Gaming Architecture. |
Clust. Comput. |
2006 |
DBLP DOI BibTeX RDF |
Self-optimizing middleware, Packet aggregation, Multicast, Active networks, Multiplayer games |
39 | Robert D. S. Fletcher, T. C. Nicholas Graham, Christopher Wolfe |
Plug-replaceable consistency maintenance for multiplayer games. |
NETGAMES |
2006 |
DBLP DOI BibTeX RDF |
workspace model, consistency maintenance, multiplayer game |
39 | Nicolas Ducheneaut, Nicholas Yee, Eric Nickell, Robert J. Moore |
"Alone together?": exploring the social dynamics of massively multiplayer online games. |
CHI |
2006 |
DBLP DOI BibTeX RDF |
activity metrics, online communities, massively multiplayer online games, social dynamics |
39 | Keiichi Endo, Minoru Kawahara, Yutaka Takahashi 0001 |
A proposal of encoded computations for distributed massively multiplayer online services. |
Advances in Computer Entertainment Technology |
2006 |
DBLP DOI BibTeX RDF |
distributed massively multiplayer online services, encoded computations, interactive real-time applications, peer-to-peer |
39 | Tsun-Yu Hsiao, Shyan-Ming Yuan |
Practical Middleware for Massively Multiplayer Online Games. |
IEEE Internet Comput. |
2005 |
DBLP DOI BibTeX RDF |
gaming middleware, MMOG, massively multiplayer online game |
39 | Claudio E. Palazzi, Stefano Ferretti, Stefano Cacciaguerra, Marco Roccetti |
A RIO-like technique for interactivity loss-avoidance in fast-paced multiplayer online games. |
Comput. Entertain. |
2005 |
DBLP DOI BibTeX RDF |
event delivery service, multiplayer computer games, online entertainment, Evaluation, interactivity, consistency |
39 | Li Tang, Jun Li 0003, Jin Zhou, Zhizhi Zhou, Hao Wang, Kai Li |
FreeRank: implementing independent ranking service for multiplayer online games. |
NETGAMES |
2005 |
DBLP DOI BibTeX RDF |
freerank, ranking service, multiplayer online games |
39 | Yugo Kaneda, Hitomi Takahashi, Masato Saito, Hiroto Aida, Hideyuki Tokuda |
A challenge for reusing multiplayer online games without modifying binaries. |
NETGAMES |
2005 |
DBLP DOI BibTeX RDF |
middleware, reuse, client-server architecture, multiplayer online games, peer-to-peer architecture |
39 | Antti Salovaara, Mikael Johnson, Kalle Toiskallio, Sauli Tiitta, Marko Turpeinen |
Playmakers in multiplayer game communities: their importance and motivations for participation. |
Advances in Computer Entertainment Technology |
2005 |
DBLP DOI BibTeX RDF |
communities, computer games, motivations, multiplayer games |
39 | Anthony (Peiqun) Yu, Son T. Vuong |
MOPAR: a mobile peer-to-peer overlay architecture for interest management of massively multiplayer online games. |
NOSSDAV |
2005 |
DBLP DOI BibTeX RDF |
peer-to-peer, scalable, networked virtual environment, networked games, massively multiplayer online games, interest management |
39 | Jin Chen 0006, Baohua Wu, Margaret DeLap, Björn Knutsson, Honghui Lu, Cristiana Amza |
Locality aware dynamic load management for massively multiplayer games. |
PPoPP |
2005 |
DBLP DOI BibTeX RDF |
adaptive, load balancing, distributed, locality aware, massively multiplayer games |
39 | Jouni Smed, Henrik Niinisalo, Harri Hakonen |
Realizing bullet time effect in multiplayer games with local perception filters. |
NETGAMES |
2004 |
DBLP DOI BibTeX RDF |
bullet time, networking, virtual environments, computer games, latency, multiplayer |
39 | Steve Cornett |
The usability of massively multiplayer online roleplaying games: designing for new users. |
CHI |
2004 |
DBLP DOI BibTeX RDF |
RPG, game usability, massively-multiplayer, roleplaying game, online game, MMORPG |
39 | Peter K. K. Loh, S. Phong, Wentong Cai 0001, Tony Kai Yun Chan |
Multiplayer internet gaming with VRML: a relook. |
Advances in Computer Entertainment Technology |
2004 |
DBLP DOI BibTeX RDF |
internet gaming, VRML, virtual worlds, multiplayer games |
39 | Mark R. Mine, Joe Shochet, Roger Hughston |
Building a massively multiplayer game for the million: Disney's Toontown Online. |
Comput. Entertain. |
2003 |
DBLP DOI BibTeX RDF |
Internet, computer graphics, 3D, online games, multiplayer games |
39 | Stefan A. Fiedler, Michael Wallner, Michael Weber 0001 |
A communication architecture for massive multiplayer games. |
NETGAMES |
2002 |
DBLP DOI BibTeX RDF |
publisher/subscriber model, scalability, massive multiplayer games |
38 | Christine Szentgyorgyi, Michael A. Terry, Edward Lank |
Renegade gaming: practices surrounding social use of the Nintendo DS handheld gaming system. |
CHI |
2008 |
DBLP DOI BibTeX RDF |
handheld games, social gaming, Nintendo DS |
35 | Romain Pellerin |
The MooDS protocol: a J2ME object-oriented communication protocol. |
Mobility Conference |
2007 |
DBLP DOI BibTeX RDF |
GASP, J2ME communication protocol, J2ME mobile phone, OMA, object-oriented, communication protocol, multiplayer games, serialization, MooDS |
35 | Chris GauthierDickey, Virginia Mary Lo, Daniel Zappala |
Using n-trees for scalable event ordering in peer-to-peer games. |
NOSSDAV |
2005 |
DBLP DOI BibTeX RDF |
n-tree, peer-to-peer, games, multiplayer, event ordering |
35 | Margaret DeLap, Björn Knutsson, Honghui Lu, Oleg Sokolsky, Usa Sammapun, Insup Lee 0001, Christos Tsarouchis |
Is runtime verification applicable to cheat detection? |
NETGAMES |
2004 |
DBLP DOI BibTeX RDF |
runtime verification, multiplayer game, cheat detection |
33 | Kusno Prasetya, Zheng Da Wu |
Performance analysis of game world partitioning methods for multiplayer mobile gaming. |
NETGAMES |
2008 |
DBLP DOI BibTeX RDF |
game world partition, networking, mobile gaming |
33 | Gregor Schiele, Richard Süselbeck, Arno Wacker, Jörg Hähner, Christian Becker 0001, Torben Weis |
Requirements of Peer-to-Peer-based Massively Multiplayer Online Gaming. |
CCGRID |
2007 |
DBLP DOI BibTeX RDF |
|
33 | Jens Müller 0004, Sergei Gorlatch, Tobias Schröter, Stefan Fischer 0001 |
Scaling multiplayer online games using proxy-server replication: a case study of Quake 2. |
HPDC |
2007 |
DBLP DOI BibTeX RDF |
scalability, replication, computer games, proxy-server |
33 | Shin Ito, Hiroki Saito, Hajime Sogawa, Yoshito Tobe |
A Propagation of Virtual Space Information Using a Peer-to-peer Architecture for Massively Multiplayer Online Games. |
ICDCS Workshops |
2006 |
DBLP DOI BibTeX RDF |
|
33 | Matthias Dick, Oliver Wellnitz, Lars C. Wolf |
Analysis of factors affecting players' performance and perception in multiplayer games. |
NETGAMES |
2005 |
DBLP DOI BibTeX RDF |
|
33 | Hanna Strömberg, Jaana Leikas, Riku Suomela, Veikko Ikonen, Juhani Heinilä |
Multiplayer Gaming with Mobile Phones - Enhancing User Experience with a Public Screen. |
INTETAIN |
2005 |
DBLP DOI BibTeX RDF |
|
33 | Jens Müller 0004, Sergei Gorlatch |
GSM: a game scalability model for multiplayer real-time games. |
INFOCOM |
2005 |
DBLP DOI BibTeX RDF |
|
33 | Zheng Da Wu |
Performance Modelling of Multicast Groups for Multiplayer Games in Peer-to-Peer Networks. |
DS-RT |
2005 |
DBLP DOI BibTeX RDF |
|
33 | Aameek Singh, Arup Acharya |
Using session initiation protocol to build context-aware VoIP support for multiplayer networked games. |
NETGAMES |
2004 |
DBLP DOI BibTeX RDF |
context-aware, gaming, SIP, VoIP |
33 | Hartmut Ritter, Thiemo Voigt, Min Tian, Jochen H. Schiller |
Experiences using a dual wireless technology infrastructure to support ad-hoc multiplayer games. |
NETGAMES |
2003 |
DBLP DOI BibTeX RDF |
ad-hoc networks, Bluetooth, mobile gaming |
33 | Joseph D. Pellegrino, Constantinos Dovrolis |
Bandwidth requirement and state consistency in three multiplayer game architectures. |
NETGAMES |
2003 |
DBLP DOI BibTeX RDF |
|
29 | Alexandre Denault, Jörg Kienzle |
Journey: A Massively Multiplayer Online Game Middleware. |
IEEE Softw. |
2011 |
DBLP DOI BibTeX RDF |
middleware, games, distributed objects, massively multiplayer online games, domain-specific architectures |
29 | Chun-Cheng Hsu, Elvis Chih-Hsien Chen |
Exploring the Elements and Design Criteria of Massively-Multiplayer Online Role-Playing Game (MMORPG) Interfaces. |
HCI (4) |
2009 |
DBLP DOI BibTeX RDF |
Massively-multiplayer online role-playing games (MMORPG), elements of game interfaces, interface design |
29 | Chen Xin |
Multiplayer Game in Mobile Phone Serious Game. |
JCAI |
2009 |
DBLP DOI BibTeX RDF |
phone game, mobile phone, serious game, multiplayer game, game architectures |
29 | Qili Zhou, Colin James Miller, Victor Bassilious |
First Person Shooter Multiplayer Game Traffic Analysis. |
ISORC |
2008 |
DBLP DOI BibTeX RDF |
internet traffic analysis, interarrival delay, intersend delay, multiplayer games ethereal, bandwidth |
29 | Frank Glinka, Alexander Ploss, Jens Müller-Iden, Sergei Gorlatch |
RTF: a real-time framework for developing scalable multiplayer online games. |
NETGAMES |
2007 |
DBLP DOI BibTeX RDF |
real-time online interactive applications, performance, design, scalability, middleware, online games, distributed architecture, massively multiplayer online games |
29 | Stéphane Natkin, Chen Yan |
User model in multiplayer mixed reality entertainment applications. |
Advances in Computer Entertainment Technology |
2006 |
DBLP DOI BibTeX RDF |
proactive game, mobile, adaptive, context aware, user model, mixed reality, interactive narrative, ubiquitous system, location based games, multiplayer online games |
29 | Stéphane Natkin, Chen Yan |
User model in multiplayer mixed reality entertainment applications. |
Advances in Computer Entertainment Technology |
2006 |
DBLP DOI BibTeX RDF |
proactive game, mobile, adaptive, context aware, user model, mixed reality, interactive narrative, ubiquitous system, location based games, multiplayer online games |
29 | Stefano Ferretti, Marco Roccetti |
Fast delivery of game events with an optimistic synchronization mechanism in massive multiplayer online games. |
Advances in Computer Entertainment Technology |
2005 |
DBLP DOI BibTeX RDF |
online entertainment, evaluation, synchronization, responsiveness, massive multiplayer online games, optimistic synchronization |
29 | John C. McEachen II |
A self-similarity traffic analysis of an internet-based multiplayer online game. |
NETGAMES |
2004 |
DBLP DOI BibTeX RDF |
self-similarity, MMOG, multiplayer |
29 | Bei Di Chen, Muthucumaru Maheswaran |
A cheat controlled protocol for centralized online multiplayer games. |
NETGAMES |
2004 |
DBLP DOI BibTeX RDF |
cheat prevention, time cheating, multiplayer online games |
29 | Chris GauthierDickey, Daniel Zappala, Virginia Mary Lo |
A fully distributed architecture for massively multiplayer online games. |
NETGAMES |
2004 |
DBLP DOI BibTeX RDF |
interactive, architecture, games, distributed, multiplayer |
29 | Michael Nitsche, Matthew Drake, Janet H. Murray |
Bridging Media with the Help of Players. |
ICIDS |
2009 |
DBLP DOI BibTeX RDF |
player-centric, gaming, narrative, television, cross-media |
29 | Eric Cronin, Anthony R. Kurc, Burton Filstrup, Sugih Jamin |
An Efficient Synchronization Mechanism for Mirrored Game Architectures. |
Multim. Tools Appl. |
2004 |
DBLP DOI BibTeX RDF |
consistency, system architectures, game platforms |
29 | Eric Cronin, Burton Filstrup, Anthony R. Kurc, Sugih Jamin |
An efficient synchronization mechanism for mirrored game architectures. |
NETGAMES |
2002 |
DBLP DOI BibTeX RDF |
consistency, system architectures, game platforms |
27 | Chelsea M. Hughes, Brandon J. Griffin, Everett L. Worthington Jr. |
A measure of social behavior in team-based, multiplayer online games: The Sociality in Multiplayer Online Games (SMOG) scale. |
Comput. Hum. Behav. |
2017 |
DBLP DOI BibTeX RDF |
|
27 | Callum Spawforth, David E. Millard |
Multiplayer Games as a Template for Multiplayer Narratives: A Case Study With Dark Souls. |
HT (Extended Proceedings) |
2017 |
DBLP BibTeX RDF |
|
27 | Viktor Wendel, Michael Gutjahr, Stefan Göbel 0001, Ralf Steinmetz |
Designing Collaborative Multiplayer Serious Games for Collaborative Learning - Escape from Wilson Island - A Multiplayer 3D Serious Game for Collaborative Learning in Teams. |
CSEDU (2) |
2012 |
DBLP BibTeX RDF |
|
27 | Anders Tychsen, Michael Hitchens |
Game Time: Modeling and Analyzing Time in Multiplayer and Massively Multiplayer Games. |
Games Cult. |
2009 |
DBLP DOI BibTeX RDF |
|
27 | Lars Konzack, Thessa Lindof |
From Mass Audience to Massive Multiplayer: How Multiplayer Games Create New Media Politics. |
DiGRA Conference |
2005 |
DBLP BibTeX RDF |
|
25 | Tyler Pace, Shaowen Bardzell, Jeffrey Bardzell |
The rogue in the lovely black dress: intimacy in world of warcraft. |
CHI |
2010 |
DBLP DOI BibTeX RDF |
virtual worlds, reciprocity, intimacy, massively multiplayer online games, sociability, world of warcraft |
25 | Mário Lopes Ferreira, Ricardo Morla |
Second life in-world action traffic modeling. |
NOSSDAV |
2010 |
DBLP DOI BibTeX RDF |
model, statistics, second life, massive multiplayer online games, communication traffic |
25 | Jiung-yao Huang, Ming-Chih Tung, Huan-Chao Keh, Ji-Jen Wu, Kun-Hang Lee, Chung-Hsien Tsai |
A 3D Campus on the Internet - A Networked Mixed Reality Environment. |
Trans. Edutainment |
2009 |
DBLP DOI BibTeX RDF |
Mobile Supporting Server, Multiplayer Mobile Mixed Reality, Mobile Computing, Networked Virtual Environment (NVE) |
25 | Jiung-yao Huang, Ming-Chih Tung, Huan-Chao Keh, Ji-Jen Wu, Kun-Hang Lee, Chung-Hsien Tsai |
Interaction Wearable Computer with Networked Virtual Environment. |
HCI (3) |
2009 |
DBLP DOI BibTeX RDF |
Mobile Supporting Server, Multiplayer Mobile Mixed Reality, Mobile Computing, Networked Virtual Environment (NVE) |
25 | Marek Bell, Stuart Reeves, Barry A. T. Brown, Scott Sherwood, Donny MacMillan, John Ferguson, Matthew Chalmers |
EyeSpy: supporting navigation through play. |
CHI |
2009 |
DBLP DOI BibTeX RDF |
RF fingerprinting, mobile multiplayer games, mobile photography, navigation, human computation |
25 | Tadeusz Stach, T. C. Nicholas Graham, Jeffrey Yim, Ryan E. Rhodes |
Heart rate control of exercise video games. |
Graphics Interface |
2009 |
DBLP BibTeX RDF |
active games, heart rate input, kinetic interfaces, multiplayer exercise video games, exertion interfaces |
25 | Yolanda A. Rankin, Deidra Morrison, McKenzie McNeal, Bruce Gooch, Marcus W. Shute |
Time will tell: in-game social interactions that facilitate second language acquisition. |
FDG |
2009 |
DBLP DOI BibTeX RDF |
collaborative gameplay, massively multiplayer online role playing games, second language acquisition, visualization, human computer interaction, computer mediated communication, social computing, video games |
25 | Margaret Greene |
Waging wars in wangba: political policy and social practice in Chinese MMO culture. |
FDG |
2009 |
DBLP DOI BibTeX RDF |
East Asia, governmental issues, history, regulation, China, personal computing, massively multiplayer online games |
25 | Helge Backhaus, Stefan Krause |
Voronoi-based adaptive scalable transfer revisited: gain and loss of a Voronoi-based peer-to-peer approach for MMOG. |
NETGAMES |
2007 |
DBLP DOI BibTeX RDF |
peer-to-peer, scalability, virtual worlds, Voronoi diagram, massively multiplayer online games, neighbor discovery |
25 | Nicolas Ducheneaut, Nicholas Yee, Eric Nickell, Robert J. Moore |
The life and death of online gaming communities: a look at guilds in world of warcraft. |
CHI |
2007 |
DBLP DOI BibTeX RDF |
data analysis tools, social networks, online communities, massively multiplayer online games, group dynamics |
25 | Robert J. Moore, E. Cabell Hankinson Gathman, Nicolas Ducheneaut, Eric Nickell |
Coordinating joint activity in avatar-mediated interaction. |
CHI |
2007 |
DBLP DOI BibTeX RDF |
avatar-mediated interaction, conversation analysis, massively multiplayer online games |
25 | Nuno Santos 0001, Luís Veiga, Paulo Ferreira 0001 |
Vector-Field Consistency for Ad-Hoc Gaming. |
Middleware |
2007 |
DBLP DOI BibTeX RDF |
Multiplayer Games, Consistency Management, Locality- Awareness, Replicated Objects |
25 | Stefano Ferretti, Claudio E. Palazzi, Marco Roccetti, Giovanni Pau 0001, Mario Gerla |
FILA in gameland, a holistic approach to a problem of many dimensions. |
Comput. Entertain. |
2006 |
DBLP DOI BibTeX RDF |
scalability, interactivity, fairness, consistency, multiplayer online games |
25 | Marios Assiotis, Velin Tzanov |
A distributed architecture for MMORPG. |
NETGAMES |
2006 |
DBLP DOI BibTeX RDF |
distributed architecture, MMORPG, multiplayer game |
25 | Shinya Yamamoto, Yoshihiro Murata, Keiichi Yasumoto, Minoru Ito |
A distributed event delivery method with load balancing for MMORPG. |
NETGAMES |
2005 |
DBLP DOI BibTeX RDF |
event delivery architecture, load balancing, multiplayer game |
25 | Patric Kabus, Wesley W. Terpstra, Mariano Cilia, Alejandro P. Buchmann |
Addressing cheating in distributed MMOGs. |
NETGAMES |
2005 |
DBLP DOI BibTeX RDF |
distributed systems, cheating, massively multiplayer online gaming |
25 | Johannes Färber |
Traffic Modelling for Fast Action Network Games. |
Multim. Tools Appl. |
2004 |
DBLP DOI BibTeX RDF |
traffic modelling, multiplayer games, traffic characterization |
25 | Tae-Seung Lee, Byong-Won Hwang |
Continuants Based Neural Speaker Verification System. |
MICAI |
2004 |
DBLP DOI BibTeX RDF |
multiplayer perceptrons, pattern recognition, continuants, Speaker verification, biometric authentication |
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