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PVLDB
2010
100views more  PVLDB 2010»
13 years 2 months ago
Efficient Proximity Detection among Mobile Users via Self-Tuning Policies
Given a set of users, their friend relationships, and a distance threshold per friend pair, the proximity detection problem is to find each pair of friends such that the Euclidean...
Man Lung Yiu, Leong Hou U, Simonas Saltenis, Kosta...
CSE
2009
IEEE
14 years 2 months ago
The Formation of Task-Oriented Groups: Exploring Combat Activities in Online Games
— Advanced communication technologies enable strangers to work together on the same tasks or projects in virtual environments. Understanding the formation of taskoriented groups ...
Yun Huang, Mengxiao Zhu, Jing Wang, Nishith Pathak...
PDPTA
2004
13 years 8 months ago
Achieving Flow Level QoS in Cut-Through Networks Through Admission Control and DiffServ
Cluster networks will serve as the future access networks for multimedia streaming, massive multiplayer online gaming, e-commerce, network storage etc. And for those application ar...
Frank Olaf Sem-Jacobsen, Sven-Arne Reinemo, Tor Sk...
NETWORK
2006
84views more  NETWORK 2006»
13 years 7 months ago
VON: a scalable peer-to-peer network for virtual environments
: The scalability of large-scale networked virtual environments (NVEs) suchastoday's Massively Multiplayer Online Games (MMOGs) faces inherent limits imposed by the client-ser...
Shun-Yun Hu, Jui-Fa Chen, Tsu-Han Chen
DIGRA
2003
Springer
14 years 21 days ago
Developing a hybrid of MMORPG and LARP using usability methods: the case of Takkar
This paper examines the idea of combining Live Action Role-Playing (LARP) and MMORPG into a hybrid game named Takkar. We developed three versions of Takkar in an iterative fashion...
Laust Juul Christensen, Thomas Tae-Yang Jør...