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...
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...
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...
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...
We have integrated technologies related to virtual social interaction, e.g. virtual environments, visual simulations, and lifelike characters. In our previous efforts to integrate...