6. NETGAMES 2007:
Melbourne, Australia
Grenville J. Armitage (Ed.):
Proceedings of the 6th Workshop on Network and System Support for Games, NETGAMES 2007, Melbourne, Australia, September 19-20, 2007.
ACM 2007, ISBN 978-0-9804460-0-5
- Travis Schluessler, Stephen D. Goglin, Erik Johnson:
Is a bot at the controls?: Detecting input data attacks.
1-6

- Kuan-Ta Chen, Li-Wen Hong:
User identification based on game-play activity patterns.
7-12

- Tonio Triebel, Benjamin Guthier, Wolfgang Effelsberg:
Skype4Games.
13-18

- Wu-chang Feng, David Brandt, Debanjan Saha:
A long-term study of a popular MMORPG.
19-24

- Daniel Pittman, Chris GauthierDickey:
A measurement study of virtual populations in massively multiplayer online games.
25-30

- Ce Zhan, Wanqing Li, Farzad Safaei, Philip Ogunbona:
Emotional states control for on-line game avatars.
31-36

- Luther Chan, James Yong, Jiaqiang Bai, Ben Leong, Raymond Tan:
Hydra: a massively-multiplayer peer-to-peer architecture for the game developer.
37-42

- Lu Fan, Hamish Taylor, Philip W. Trinder:
Mediator: a design framework for P2P MMOGs.
43-48

- Helge Backhaus, Stefan Krause:
Voronoi-based adaptive scalable transfer revisited: gain and loss of a Voronoi-based peer-to-peer approach for MMOG.
49-54

- Ahmad Sardouk, Sidi-Mohammed Senouci, Nadjib Achir, Khaled Boussetta:
Assessment of MANET broadcast schemes in the application context of multiplayer video games.
55-60

- Gene Cheung, Takashi Sakamoto:
Construction and scheduling of extrapolated parity packets for dead reckoning in network gaming.
61-66

- Leonardo M. Trejos, Masaru Kamada, Tatsuhiro Yonekura, Mamun Bin Ibne Reaz:
Wildlife net-gamekeepers using sensor network.
67-69

- Antonio L. Cricenti, Philip Branch:
ARMA(1, 1) modeling of Quake4 Server to client game traffic.
70-74

- Yutaka Ishibashi, Yousuke Hashimoto, Tomohito Ikedo, Shinji Sugawara:
Adaptive Δ-causality control with adaptive dead-reckoning in networked games.
75-80

- Frank Glinka, Alexander Ploss, Jens Müller-Iden, Sergei Gorlatch:
RTF: a real-time framework for developing scalable multiplayer online games.
81-86

- Adam C. Lusch, Adele V. Fleury, Surendar Chandra:
Do nintendo handhelds play nice?: An analysis of its wireless behavior.
87-92

- Ying Peng Que, Farzad Safaei, Paul Boustead:
An immersive voice over IP service to wireless gaming: user study and impact of virtual world mobility.
93-98

- Abdul Malik Khan, Sophie Chabridon, Antoine Beugnard:
Synchronization medium: a consistency maintenance component for mobile multiplayer games.
99-104

- Matteo Varvello, Ernst Biersack, Christophe Diot:
Dynamic clustering in delaunay-based P2P networked virtual environments.
105-110

- Sonja Bergsträsser, Tomas Hildebrandt, Lasse Lehmann, Christoph Rensing, Ralf Steinmetz:
Virtual context based services for support of interaction in virtual worlds.
111-116

- Steven Daniel Webb, Sieteng Soh, William Lau:
Enhanced mirrored servers for network games.
117-122

- Jason But, Thuy T. T. Nguyen, Lawrence Stewart, Nigel Williams, Grenville J. Armitage:
Performance analysis of the ANGEL system for automated control of game traffic prioritisation.
123-128

- Szabolcs Harcsik, Andreas Petlund, Carsten Griwodz, Pål Halvorsen:
Latency evaluation of networking mechanisms for game traffic.
129-134

- Shunsuke Mogaki, Masaru Kamada, Tatsuhiro Yonekura, Shusuke Okamoto, Yasuhiro Ohtaki, Mamun Bin Ibne Reaz:
Time-stamp service makes real-time gaming cheat-free.
135-138

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