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NETGAMES
2006
ACM
15 years 10 months ago
Load balancing for massively multiplayer online games
Supporting thousands, possibly hundreds of thousands, of players is a requirement that must be satisfied when delivering server based online gaming as a commercial concern. Such a...
Fengyun Lu, Simon E. Parkin, Graham Morgan
VRML
2009
ACM
15 years 11 months ago
Extending X3D for distributed multimedia processing and control
Web-based applications of interactive 3D computer graphics are showing a tendency to get more interconnected and visually complex. Virtual communities like Second Life demand real...
Michael Repplinger, Alexander Löffler, Benjam...
INFOCOM
2009
IEEE
15 years 11 months ago
P2P Second Life: Experimental Validation Using Kad
: Applications such as Second Life require massive deployment of servers worldwide to support a large number of users. We investigate experimentally how Peer-to-Peer (P2P) communic...
Matteo Varvello, C. Diout, Ernst W. Biersack
142
Voted
ICPP
2007
IEEE
15 years 10 months ago
Mercury: Combining Performance with Dependability Using Self-virtualization
There has recently been increasing interests in using system virtualization to improve the dependability of HPC cluster systems. However, it is not cost-free and may come with som...
Haibo Chen, Rong Chen, Fengzhe Zhang, Binyu Zang, ...
MM
2003
ACM
133views Multimedia» more  MM 2003»
15 years 9 months ago
Real-time compression for dynamic 3D environments
The goal of tele-immersion has long been to enable people at remote locations to share a sense of presence. A tele-immersion system acquires the 3D representation of a collaborato...
Sang-Uok Kum, Ketan Mayer-Patel, Henry Fuchs