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GLOBECOM
2010
IEEE
13 years 6 months ago
An Experimental Comparison of Burst Packet Transmission Schemes in IEEE 802.11-Based Wireless Mesh Networks
Abstract--Wireless mesh networks (WMNs) are wireless multihop networks comprised of mesh routers, which relay traffic on behalf of clients and other nodes. Using the standard IEEE ...
Peter Dely, Andreas Kassler, Nico Bayer, Dmitry Si...
ICIP
2008
IEEE
14 years 10 months ago
Low delay streaming of computer graphics
In this paper, we present a graphics streaming system for remote gaming in a local area network. The framework aims at creating a networked game platform for home and hotel enviro...
Peter Eisert, Philipp Fechteler
WCNC
2010
IEEE
13 years 6 months ago
Addressing Response Time and Video Quality in Remote Server Based Internet Mobile Gaming
A new remote server based gaming approach, where the responsibility of executing the gaming engines is put on remote servers instead of the mobile devices, has the potential for en...
Shaoxuan Wang, Sujit Dey
DIGRA
2005
Springer
14 years 2 months ago
Bringing New HOPE to Networked Games: Using Optimistic Execution to Improve Quality of Service
As more games of a wider variety of genres move online to provide multiplayer experiences to their players, there is an increasing need to improve the quality of service delivered...
Michael Katchabaw, Ryan Hanna
FUNGAMES
2010
13 years 7 months ago
panOULU conqueror: pervasive location-aware multiplayer game for city-wide wireless network
We present the design, implementation and evaluation of a novel pervasive location-aware multiplayer game. In the game teams of players try to score points by conquering the real-...
Juha Tiensyrjä, Timo Ojala, Toni Hakanen, Oss...