Synchronization protocols based on “dead-reckoning” are vulnerable to a popular type of cheat called speed-hack. A speed-hack helps a cheater to gain unfair advantages by essen...
This paper presents our ongoing research activity to design and implement a framework for an networked virtual environment (NVE) that efficiently supports both hardware and softwa...
Pervasive games provide a new type of game combining new technologies with the real environment of the players. While this already poses new challenges to the game developer, requ...
Wolfgang Broll, Jan Ohlenburg, Irma Lindt, Iris He...
Multi-player Online Games (MOGs) have emerged as popular data intensive applications in recent years. Being used by many players simultaneously, they require a high degree of faul...
Consistency maintenance of replicated data in multiplayer games is a challenging issue due to the performance constraints of real-time interactive applications. We present an appr...
Robert D. S. Fletcher, T. C. Nicholas Graham, Chri...
In this paper we report on our work to enable “laid-back” social interactions using television as a primary interaction medium and mobile devices that participate as a seconda...
Kris Luyten, Kristof Thys, Steven Huypens, Karin C...
Massive multiplayer online games (MMOGs) are today the driving factor for the development of distributed interactive applications, and they are increasing in size and complexity. ...
As technologies evolve and computer systems shrink to the size of matchboxes, also their field of application shifts in new directions. Our permanent companions, mobile phones, p...
Christian Bertelsmeyer, Erik Koch, Alexander H. Sc...
Broadcasting all state changes to every player of a massively multiplayer game is not a viable solution. To successfully overcome the challenge of scale, massively multiplayer gam...