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» Aspects of networking in multiplayer computer games
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DIGRA
2003
Springer
14 years 1 months ago
Supporting visual elements of non-verbal communication in computer game avatars
Communication between players in networked computer games is often inadequately implemented. The games do not exploit the full potential of using different forms of communication ...
Tomi Kujanpää, Tony Manninen
ACMACE
2005
ACM
14 years 1 months ago
Gaming on the edge: using seams in ubicomp games
Outdoor multi-player games are an increasingly popular application area for ubiquitous computing, supporting experimentation both with new technologies and new user experiences. T...
Matthew Chalmers, Marek Bell, Barry Brown, Malcolm...
NETGAMES
2006
ACM
14 years 1 months ago
A relative delay minimization scheme for multiplayer gaming in differentiated services networks
Multiplayer gaming over the Internet continues to grow in popularity, despite a lack of Quality of Service (QoS) mechanisms. Future QoS-aware networks such as those based on the D...
Brian Carrig, David Denieffe, John Murphy
CHI
2007
ACM
14 years 8 months ago
The life and death of online gaming communities: a look at guilds in world of warcraft
Massively multiplayer online games (MMOGs) can be fascinating laboratories to observe group dynamics online. In particular, players must form persistent associations or "guil...
Nicolas Ducheneaut, Nicholas Yee, Eric Nickell, Ro...
CW
2005
IEEE
14 years 1 months ago
On a Serverless Networked Virtual Ball Game for Multi-Player
This paper studies the way to improve consistency of states in a ball-game typed Distributed Virtual Environment (DVE) with lag, in peer-to-peer (P2P) architecture. That is, we ar...
Yoshihiro Kawano, Tatsuhiro Yonekura