Experiences with object-oriented group support software development
IBM Systems Journal
Building real-time groupware with GroupKit, a groupware toolkit
ACM Transactions on Computer-Human Interaction (TOCHI)
Efficient distributed implementation of semi-replicated synchronous groupware
Proceedings of the 9th annual ACM symposium on User interface software and technology
Corona: a communication service for scalable, reliable group collaboration systems
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Awareness driven video quality of service in collaborative virtual environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Java object-sharing in Habanero
Communications of the ACM
A QoS architecture for collaborative virtual environments
MULTIMEDIA '99 Proceedings of the seventh ACM international conference on Multimedia (Part 1)
Real-Time Collaboration in Heterogeneous Computing Environments
ITCC '00 Proceedings of the The International Conference on Information Technology: Coding and Computing (ITCC'00)
Revealing delay in collaborative environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Leveraging single-user applications for multi-user collaboration: the coword approach
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
The MAUI Toolkit: Groupware Widgets for Group Awareness
Computer Supported Cooperative Work
Improving network efficiency in real-time groupware with general message compression
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Plug-replaceable consistency maintenance for multiplayer games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
The effects of network delays on group work in real-time groupware
ECSCW'01 Proceedings of the seventh conference on European Conference on Computer Supported Cooperative Work
GT/SD: performance and simplicity in a groupware toolkit
Proceedings of the 1st ACM SIGCHI symposium on Engineering interactive computing systems
Building real-world ad-hoc networks to support mobile collaborative applications: lessons learned
CRIWG'09 Proceedings of the 15th international conference on Groupware: design, implementation, and use
Real-time groupware in the browser: testing the performance of web-based networking
Proceedings of the ACM 2011 conference on Computer supported cooperative work
ReConMUC: adaptable consistency requirements for efficient large-scale multi-user chat
Proceedings of the ACM 2011 conference on Computer supported cooperative work
Adaptive forward error correction for real-time groupware
Proceedings of the 17th ACM international conference on Supporting group work
Radiator: context propagation based on delayed aggregation
Proceedings of the 2013 conference on Computer supported cooperative work
Hi-index | 0.02 |
Networked games can provide groupware developers with important lessons in how to deal with real-world networking issues such as latency, limited bandwidth and packet loss. Games have similar demands and characteristics to groupware, but unlike the applications studied by academics, games have provided production-quality real-time interaction for many years. The techniques used by games have not traditionally been made public, but several game networking libraries have recently been released as open source, providing the opportunity to learn how games achieve network performance. We examined five game libraries to find networking techniques that could benefit groupware; this paper presents the concepts most valuable to groupware developers, including techniques to deal with limited bandwidth, reliability, and latency. Some of the techniques have been previously reported in the networking literature; therefore, the contribution of this paper is to survey which techniques have been shown to work, over several years, and then to link these techniques to quality requirements specific to groupware. By adopting these techniques, groupware designers can dramatically improve network performance on the real-world Internet.