1. NETGAMES 2002:
Braunschweig,
Germany
Lars C. Wolf (Ed.):
Proceedings of the 1st Workshop on Network and System Support for Games, NETGAMES 2002, Braunschweig, Germany, April 16-17, 2002, 2003.
ACM 2002, ISBN 1-58113-493-2
- Ashwin R. Bharambe, Sanjay G. Rao, Srinivasan Seshan:
Mercury: a scalable publish-subscribe system for internet games.
3-9
- Lars Aarhus, Knut Holmqvist, Martin Kirkengen:
Generalized two-tier relevance filtering of computer game update events.
10-13
- Stefan A. Fiedler, Michael Wallner, Michael Weber:
A communication architecture for massive multiplayer games.
14-22
- Martin Mauve, Stefan Fischer, Jörg Widmer:
A generic proxy system for networked computer games.
25-28
- Carsten Griwodz:
State replication for multiplayer games.
29-35
- Daniel Bauer, Sean Rooney, Paolo Scotton:
Network infrastructure for massively distributed games.
36-43
- Tristan Henderson:
Observations on game server discovery mechanisms.
47-52
- Johannes Färber:
Network game traffic modelling.
53-57
- Frank H. P. Fitzek, Gerrit Schulte, Martin Reisslein:
System architecture for billing of multi-player games in a wireless environment using GSM/UMTS and WLAN services.
58-64
- Eric Cronin, Burton Filstrup, Anthony R. Kurc, Sugih Jamin:
An efficient synchronization mechanism for mirrored game architectures.
67-73
- Christian Schaefer, Thomas Enderes, Hartmut Ritter, Martina Zitterbart:
Subjective quality assessment for multiplayer real-time games.
74-78
- Lothar Pantel, Lars C. Wolf:
On the suitability of dead reckoning schemes for games.
79-84
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