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SIGMOD
2008
ACM
154views Database» more  SIGMOD 2008»
14 years 7 months ago
SEMMO: a scalable engine for massively multiplayer online games
We propose to demonstrate SEMMO, a consistency server for MMOs. The key features of SEMMO are its novel distributed consistency protocol and system architecture. The distributed n...
Nitin Gupta 0003, Alan J. Demers, Johannes Gehrke
DIGRA
2005
Springer
14 years 1 months ago
Pretty good for a girl: gender, identity and computer games
Young people’s participation in online digital culture is one of the most efficient means by which they become proficient in the management of Information and Communications Tec...
Catherine Beavis
ICDCS
2012
IEEE
11 years 10 months ago
G-COPSS: A Content Centric Communication Infrastructure for Gaming Applications
—With users increasingly focused on an online world, an emerging challenge for the network infrastructure is the need to support Massively Multiplayer Online Role Playing Games (...
Jiachen Chen, Mayutan Arumaithurai, Xiaoming Fu, K...
CHI
2011
ACM
12 years 11 months ago
Evaluating the benefits of 3d stereo in modern video games
We present a study that investigates user performance benefits of 3D stereo in modern video games. Based on an analysis of several video games that are best suited for use with co...
Joseph J. LaViola Jr., Tad Litwiller
DSRT
2005
IEEE
14 years 1 months ago
A Simple Distributed Simulation Architecture for Emergency Response Exercises
This paper describes a simple distributed simulation for support of emergency response exercises. The simulation, called the Immersive Synthetic Environment for Exercises (ISEE), ...
Dennis McGrath, Amy Hunt, Marion Bates