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MM
2009
ACM
144views Multimedia» more  MM 2009»
14 years 2 months ago
Peer-assisted view-dependent progressive mesh streaming
Progressive mesh streaming is increasingly used in 3D networked applications, such as online games, virtual worlds, and digital museums. To scale such applications to a large numb...
Wei Cheng, Dan Liu, Wei Tsang Ooi
HICSS
2008
IEEE
151views Biometrics» more  HICSS 2008»
14 years 2 months ago
Venice, California and World of Warcraft: Persistence and Ephemerality in Playful Spaces
Persistent digital media extend content beyond immediate ephemeral interactions and conversations. Systems such as email, instant messaging, digital kiosks, social networking site...
Silvia Lindtner, Bonnie A. Nardi
COLCOM
2005
IEEE
14 years 1 months ago
Distributed floor control protocols for computer collaborative applications on overlay networks
— Computer supported collaborative applications on overlay networks are gaining popularity among users who are geographically dispersed. Examples of these kinds of applications i...
Shankar M. Banik, Sridhar Radhakrishnan, Tao Zheng...
NETGAMES
2004
ACM
14 years 1 months ago
Some thoughts on emulating jitter for user experience trials
It is usually hard to control the network conditions affecting public online game servers when studying the impact of latency, loss and jitter on user experience. This leads to a ...
Grenville J. Armitage, Lawrence Stewart
ISMAR
2003
IEEE
14 years 1 months ago
Herding Sheep: Live System Development for Distributed Augmented Reality
In the past, architectures of Augmented Reality systems have been widely different and taylored to specific tasks. In this paper, we use the example of the SHEEP game to show how...
Asa MacWilliams, Christian Sandor, Martin Wagner, ...