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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
INFOCOM
2002
IEEE
14 years 22 days ago
Restoration Algorithms for Virtual Private Networks in the Hose Model
—A Virtual Private Network (VPN) aims to emulate the services provided by a private network over the shared Internet. The endpoints of e connected using abstractions such as Virt...
Giuseppe F. Italiano, Rajeev Rastogi, Bülent ...
COMCOM
2000
148views more  COMCOM 2000»
13 years 7 months ago
Advanced service provisioning based on mobile agents
Service provisioning is currently a challenging issue to offer future telecommunication services efficiently and at the same time in a flexible and user friendly manner. As a cont...
Peyman Farjami, Carmelita Görg, Frank Bell
ICC
2007
IEEE
161views Communications» more  ICC 2007»
14 years 2 months ago
Optimizing Multiplayer Gaming Protocols for Heterogeneous Network Environment
— The paper is concerned with a novel adaptive game server protocol optimization to combat network latencies in the case of heterogeneous network environment. In this way, game p...
Zsolt Kenesi, Gábor Kiss, János Leve...
ICCSA
2004
Springer
14 years 1 months ago
A Comparison Study of Metaheuristic Techniques for Providing QoS to Avatars in DVE Systems
Abstract. Network-server architecture has become a de-facto standard for Distributed Virtual Environment (DVE) systems. In these systems, a large set of remote users share a 3D vir...
Pedro Morillo, Juan M. Orduña, Marcos Fern&...