Sciweavers

2870 search results - page 505 / 574
» Synchronization of multi-agent systems
Sort
View
NOSSDAV
2005
Springer
14 years 2 months ago
Supporting P2P gaming when players have heterogeneous resources
We present Ghost, a peer-to-peer game architecture that manages game consistency across a set of players with heterogeneous network resources. Ghost dynamically creates responsive...
Aaron St. John, Brian Neil Levine
CSCW
2004
ACM
14 years 2 months ago
Instant messages: a framework for reading between the lines
A framework is described for analyzing keystroke level data from instant messages (IM). This is unlike other analyses of IM which employ server-based logs of messages. This framew...
Jeffrey D. Campbell
MM
2004
ACM
104views Multimedia» more  MM 2004»
14 years 2 months ago
Supporting continuous consistency in multiplayer online games
Multiplayer online games have become very popular in recent years. However, they generally suffer from network latency problem. If a player changes its states, it will take some ...
Frederick W. B. Li, Lewis W. F. Li, Rynson W. H. L...
NETGAMES
2004
ACM
14 years 2 months ago
Realizing bullet time effect in multiplayer games with local perception filters
Local perception filters exploit the limitations of human perception to reduce the effects of network latency in multiplayer computer games. Because they allow temporal distorti...
Jouni Smed, Henrik Niinisalo, Harri Hakonen
VRST
2004
ACM
14 years 2 months ago
FreeWalk/Q: social interaction platform in virtual space
We have integrated technologies related to virtual social interaction, e.g. virtual environments, visual simulations, and lifelike characters. In our previous efforts to integrate...
Hideyuki Nakanishi, Toru Ishida