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» Personal Server Model for Real-Space Networking
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ICOIN
2003
Springer
14 years 17 days ago
Personal Server Model for Real-Space Networking
As the Internet population grows, not only computers but household electric appliances, such as VCRs and a refrigerators, will become connected to a network. The demand of connecti...
Shirou Wakayama, Yuusuke Kawakita, Mitsunobu Mitsu...
CONEXT
2006
ACM
14 years 1 months ago
Modeling ping times in first person shooter games
In First Person Shooter (FPS) games the Round Trip Time (RTT), i.e., the sum of the network delay from client to server and the network delay from server to client, impacts the ga...
Natalie Degrande, Danny De Vleeschauwer, Robert E....
NETGAMES
2005
ACM
14 years 28 days ago
Dissecting server-discovery traffic patterns generated by multiplayer first person shooter games
We study the ‘background traffic’ resulting from tens of thousands of networked first person shooter (FPS) clients searching for servers on which to play. Networked, multiplay...
Sebastian Zander, David Kennedy, Grenville J. Armi...
BTW
2007
Springer
245views Database» more  BTW 2007»
14 years 1 months ago
From Personal Desktops to Personal Dataspaces: A Report on Building the iMeMex Personal Dataspace Management System
Abstract: We propose a new system that is able to handle the entire Personal Dataspace of a user. A Personal Dataspace includes all data pertaining to a user on all his disks and o...
Jens-Peter Dittrich, Lukas Blunschi, Markus Fä...
MOBISYS
2005
ACM
14 years 7 months ago
LiveMail: personalized avatars for mobile entertainment
LiveMail is a prototype system that allows mobile subscribers to communicate using personalized 3D face models created from images taken by their phone cameras. The user takes a s...
Miran Mosmondor, Tomislav Kosutic, Igor S. Pandzic