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NETGAMES
2003
ACM
14 years 2 months ago
Bandwidth requirement and state consistency in three multiplayer game architectures
Abstract— Multiplayer games become increasingly popular, mostly because they involve interaction among humans. Typically, multiplayer games are organized based on a Client-Server...
Joseph D. Pellegrino, Constantinos Dovrolis
BIRTHDAY
2003
Springer
14 years 2 months ago
Spatial Data Management for Virtual Product Development
Abstract: In the automotive and aerospace industry, millions of technical documents are generated during the development of complex engineering products. Particularly, the universa...
Hans-Peter Kriegel, Martin Pfeifle, Marco Pöt...
ICNP
2002
IEEE
14 years 1 months ago
A Simple and Scalable Fair Bandwidth Sharing Mechanism for Multicast Flows
Despite a decade of research and development, multicast has not yet been deployed on a global scale. Among the difficulties with the current infrastructure are intermulticast fai...
Fethi Filali, Walid Dabbous
VR
2002
IEEE
125views Virtual Reality» more  VR 2002»
14 years 1 months ago
A Scalable, Multi-User VRML Server
VRML97 allows the description of dynamic worlds that can change with both the passage of time, and user interaction. Unfortunately, the current VRML usage model prevents its full ...
Thomas Rischbeck, Paul Watson
SIGMOD
2010
ACM
173views Database» more  SIGMOD 2010»
14 years 1 months ago
PR-join: a non-blocking join achieving higher early result rate with statistical guarantees
Online aggregation is a promising solution to achieving fast early responses for interactive ad-hoc queries that compute aggregates on a large amount of data. Essential to the suc...
Shimin Chen, Phillip B. Gibbons, Suman Nath