ACM Transactions on Programming Languages and Systems (TOPLAS)
Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Flight simulation
Multicast routing in datagram internetworks and extended LANs
ACM Transactions on Computer Systems (TOCS)
Parallel discrete event simulation
Communications of the ACM - Special issue on simulation
Reality built for two: a virtual reality tool
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Architectural considerations for a new generation of protocols
SIGCOMM '90 Proceedings of the ACM symposium on Communications architectures & protocols
Distributed Shared Memory: A Survey of Issues and Algorithms
Computer - Distributed computing systems: separate resources acting as one
Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
An object-oriented 3D graphics toolkit
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
The decoupled simulation model for virtual reality systems
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Awareness and coordination in shared workspaces
CSCW '92 Proceedings of the 1992 ACM conference on Computer-supported cooperative work
Networked virtual environments
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
TCP/IP illustrated (vol. 1): the protocols
TCP/IP illustrated (vol. 1): the protocols
Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGCOMM '93 Conference proceedings on Communications architectures, protocols and applications
Random early detection gateways for congestion avoidance
IEEE/ACM Transactions on Networking (TON)
Entertainment driven collaboration
ACM SIGGRAPH Computer Graphics - Special issue on interactive entertainment design, implementation and adrenaline
Communications of the ACM
A Sorting Classification of Parallel Rendering
IEEE Computer Graphics and Applications
Reaching for objects in VR displays: lag and frame rate
ACM Transactions on Computer-Human Interaction (TOCHI)
The sort-first rendering architecture for high-performance graphics
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
TCP/IP illustrated (vol. 2): the implementation
TCP/IP illustrated (vol. 2): the implementation
Managing mutual awareness in collaborative virtual environments
VRST '94 Proceedings of the conference on Virtual reality software and technology
Internetwork infrastructure requirements for virtual environments
VRML '95 Proceedings of the first symposium on Virtual reality modeling language
Virtual Society: extending the WWW to support a multi-user interactive shared 3D environment
VRML '95 Proceedings of the first symposium on Virtual reality modeling language
TCP/IP illustrated (vol. 3): TCP for transactions, HTTP, NNTP, and the Unix domain protocols
TCP/IP illustrated (vol. 3): TCP for transactions, HTTP, NNTP, and the Unix domain protocols
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Populating the application: a model of awareness for cooperative applications
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Community Place: architecture and performance
VRML '97 Proceedings of the second symposium on Virtual reality modeling language
ACM Transactions on Modeling and Computer Simulation (TOMACS)
NetEffect: a network architecture for large-scale multi-user virtual worlds
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Effective remote modeling in large-scale distributed simulation and visualization environments
Effective remote modeling in large-scale distributed simulation and visualization environments
A reliable multicast framework for light-weight sessions and application level framing
IEEE/ACM Transactions on Networking (TON)
VSPLUS: A high-level multi-user extension library for interactive VRML worlds
Proceedings of the third symposium on Virtual reality modeling language
ACM Transactions on Computer-Human Interaction (TOCHI)
A distributed 3D graphics library
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Multi-resolution model transmission in distributed virtual environments
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
Three-tiered interest management for large-scale virtual environments
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
Distributed virtual environments and VRML: an event-based architecture
WWW7 Proceedings of the seventh international conference on World Wide Web 7
Geometric algorithms for message filtering in decentralized virtual environments
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Advanced CORBA programming with C++
Advanced CORBA programming with C++
An auto-adaptive dead reckoning algorithm for distributed interactive simulation
PADS '99 Proceedings of the thirteenth workshop on Parallel and distributed simulation
ACM Transactions on Computer Systems (TOCS)
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Creating computer simulation systems: an introduction to the high level architecture
Creating computer simulation systems: an introduction to the high level architecture
Coping with inconsistency due to network delays in collaborative virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
The London Travel Demonstrator
Proceedings of the ACM symposium on Virtual reality software and technology
The DiveBone—an application-level network architecture for Internet-based CVEs
Proceedings of the ACM symposium on Virtual reality software and technology
GNU/MAVERIK: a micro-kernel for large-scale virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Distributed Open Inventor: a practical approach to distributed 3D graphics
Proceedings of the ACM symposium on Virtual reality software and technology
A case for end system multicast (keynote address)
Proceedings of the 2000 ACM SIGMETRICS international conference on Measurement and modeling of computer systems
Hybrid sort-first and sort-last parallel rendering with a cluster of PCs
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Collaborative virtual environments in the year of the dragon
Proceedings of the third international conference on Collaborative virtual environments
Revealing the realities of collaborative virtual reality
Proceedings of the third international conference on Collaborative virtual environments
Inside MASSIVE-3: flexible support for data consistency and world structuring
Proceedings of the third international conference on Collaborative virtual environments
Router level filtering for receiver interest delivery
COMM '00 Proceedings of NGC 2000 on Networked group communication
Consistency in replicated continuous interactive media
CSCW '00 Proceedings of the 2000 ACM conference on Computer supported cooperative work
Time, clocks, and the ordering of events in a distributed system
Communications of the ACM
Ethernet: distributed packet switching for local computer networks
Communications of the ACM
Streaming QSplat: a viewer for networked visualization of large, dense models
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Bayeux: an architecture for scalable and fault-tolerant wide-area data dissemination
NOSSDAV '01 Proceedings of the 11th international workshop on Network and operating systems support for digital audio and video
Spatial gossip and resource location protocols
STOC '01 Proceedings of the thirty-third annual ACM symposium on Theory of computing
A scalable content-addressable network
Proceedings of the 2001 conference on Applications, technologies, architectures, and protocols for computer communications
Consistency control for distributed interactive media
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
Computer animation: algorithms and techniques
Computer animation: algorithms and techniques
SOSP '01 Proceedings of the eighteenth ACM symposium on Operating systems principles
DEVA3: architecture for a large-scale distributed virtual reality system
VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Consistency maintenance in real-time collaborative graphics editing systems
ACM Transactions on Computer-Human Interaction (TOCHI)
Distributed core multicast (DCM): a multicast routing protocol for many groups with few receivers
ACM SIGCOMM Computer Communication Review
The social life of avatars: presence and interaction in shared virtual environments
The social life of avatars: presence and interaction in shared virtual environments
On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
Principled design of the modern Web architecture
ACM Transactions on Internet Technology (TOIT)
Parallel and Distribution Simulation Systems
Parallel and Distribution Simulation Systems
Large Scale Collaborative Virtual Environments
Large Scale Collaborative Virtual Environments
Virtual Combat: A Guide to Distributed Interactive Simulation
Virtual Combat: A Guide to Distributed Interactive Simulation
UNIX Network Programming: Networking APIs: Sockets and XTI
UNIX Network Programming: Networking APIs: Sockets and XTI
Virtual Community: Homesteading on the Electronic Frontier
Virtual Community: Homesteading on the Electronic Frontier
Where Wizards Stay up Late: The Origins of the Internet
Where Wizards Stay up Late: The Origins of the Internet
Collaborative Virtual Environments: Digital Places and Spaces for Interaction
Collaborative Virtual Environments: Digital Places and Spaces for Interaction
Peer-to-Peer: Harnessing the Power of Disruptive Technologies
Peer-to-Peer: Harnessing the Power of Disruptive Technologies
The Ultimate History of Video Games: From Pong to Pokemon--the Story behind the Craze That Touched Our Lives and Changed the World
C++ Network Programming: Resolving Complexity Using Ace and Patterns (C++ in-Depth Series)
C++ Network Programming: Resolving Complexity Using Ace and Patterns (C++ in-Depth Series)
An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
Network infrastructure for massively distributed games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
An efficient synchronization mechanism for mirrored game architectures
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Chromium: a stream-processing framework for interactive rendering on clusters
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
A unified component framework for dynamically extensible virtual environments
Proceedings of the 4th international conference on Collaborative virtual environments
The Psychology of Human-Computer Interaction
The Psychology of Human-Computer Interaction
A multi-server architecture for distributed virtual walkthrough
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
A Descriptive Framework of Workspace Awareness for Real-Time Groupware
Computer Supported Cooperative Work
Evaluating the network and usability characteristics of virtual reality conferencing
BT Technology Journal
Exploiting Reality with Multicast Groups
IEEE Computer Graphics and Applications
Locales: Supporting Large Multiuser Virtual Environments
IEEE Computer Graphics and Applications
Scene Graphs in the New Millennium
IEEE Computer Graphics and Applications
NPSNET-V: A New Beginning for Dynamically Extensible Virtual Environments
IEEE Computer Graphics and Applications
Multicast Issues for Collaborative Virtual Environments
IEEE Computer Graphics and Applications
Advances in Network Simulation
Computer
Scalable application layer multicast
Proceedings of the 2002 conference on Applications, technologies, architectures, and protocols for computer communications
Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Chord: a scalable peer-to-peer lookup protocol for internet applications
IEEE/ACM Transactions on Networking (TON)
IDMS '99 Proceedings of the 6th International Workshop on Interactive Distributed Multimedia Systems and Telecommunication Services
How to Keep a Dead Man from Shooting
IDMS '00 Proceedings of the 7th International Workshop on Interactive Distributed Multimedia Systems and Telecommunication Services
Kademlia: A Peer-to-Peer Information System Based on the XOR Metric
IPTPS '01 Revised Papers from the First International Workshop on Peer-to-Peer Systems
Pastry: Scalable, Decentralized Object Location, and Routing for Large-Scale Peer-to-Peer Systems
Middleware '01 Proceedings of the IFIP/ACM International Conference on Distributed Systems Platforms Heidelberg
Communication Visibility in Shared Virtual Worlds
WET-ICE '97 Proceedings of the 6th Workshop on Enabling Technologies on Infrastructure for Collaborative Enterprises
WET-ICE '97 Proceedings of the 6th Workshop on Enabling Technologies on Infrastructure for Collaborative Enterprises
Lightweight Probabilistic Broadcast
DSN '01 Proceedings of the 2001 International Conference on Dependable Systems and Networks (formerly: FTCS)
A Preference Clustering Protocol for Large-Scale Multicast Applications
NGC '99 Proceedings of the First International COST264 Workshop on Networked Group Communication
Application-Level Multicast Using Content-Addressable Networks
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
The blue-c distributed scene graph
EGVE '03 Proceedings of the workshop on Virtual environments 2003
SoftGenLock: active stereo and genlock for PC cluster
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Handling heterogeneity in networked virtual environments
Presence: Teleoperators and Virtual Environments - special issue: IEEE virtual reality 2002 conference
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Avocado: A Distributed Virtual Reality Framework
VR '99 Proceedings of the IEEE Virtual Reality
CORBA Platform as Support for Distributed Virtual Environments
VR '99 Proceedings of the IEEE Virtual Reality
VR '99 Proceedings of the IEEE Virtual Reality
Effects of Network Characteristics on Human Performance in a Collaborative Virtual Environment
VR '99 Proceedings of the IEEE Virtual Reality
VR '99 Proceedings of the IEEE Virtual Reality
VR Juggler: A Virtual Platform for Virtual Reality Application Development
VR '01 Proceedings of the Virtual Reality 2001 Conference (VR'01)
An Architecture for QoS Data Replication in Network Virtual Environments
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
VR '03 Proceedings of the IEEE Virtual Reality 2003
Effect of Latency on Presence in Stressful Virtual Environments
VR '03 Proceedings of the IEEE Virtual Reality 2003
A dataflow representation for defining behaviours within virtual environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Network Topologies for Scalable Multi-User Virtual Environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
A Dead-Reckoning Algorithm for Virtual Human Figures
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
Distributed Virtual Reality for Everyone -a Framework for Networked VR on the Internet
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
A Local Perception Filter for Distributed Virtual Environments
VRAIS '98 Proceedings of the Virtual Reality Annual International Symposium
Bamboo - A Portable System for Dynamically Extensible, Real-Time, Networked, Virtual Environments
VRAIS '98 Proceedings of the Virtual Reality Annual International Symposium
Deconstructing the Kazaa Network
WIAPP '03 Proceedings of the The Third IEEE Workshop on Internet Applications
An analysis of Internet content delivery systems
ACM SIGOPS Operating Systems Review - OSDI '02: Proceedings of the 5th symposium on Operating systems design and implementation
Using projection aggregations to support scalability in distributed simulation
ICDCS '96 Proceedings of the 16th International Conference on Distributed Computing Systems (ICDCS '96)
Improving Internet multicast with routing labels
ICNP '97 Proceedings of the 1997 International Conference on Network Protocols (ICNP '97)
The ACE Programmer's Guide: Practical Design Patterns for Network and Systems Programming
The ACE Programmer's Guide: Practical Design Patterns for Network and Systems Programming
Developing Online Games: An Insider's Guide
Developing Online Games: An Insider's Guide
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Making gnutella-like P2P systems scalable
Proceedings of the 2003 conference on Applications, technologies, architectures, and protocols for computer communications
Dynamic Grid-Based Multicast Group Assignment in Data Distribution Management
DS-RT '00 Proceedings of the Fourth IEEE International Workshop on Distributed Simulation and Real-Time Applications
An Evaluation of Grouping Techniques for State Dissemination in Networked Multi-User Games
MASCOTS '01 Proceedings of the Ninth International Symposium in Modeling, Analysis and Simulation of Computer and Telecommunication Systems
Characterization of End-to-End Delays in Head-Mounted Display Systems
Characterization of End-to-End Delays in Head-Mounted Display Systems
Architectural styles and the design of network-based software architectures
Architectural styles and the design of network-based software architectures
Minitasking - a Visual Gnutella Client
IV '03 Proceedings of the Seventh International Conference on Information Visualization
SplitStream: high-bandwidth multicast in cooperative environments
SOSP '03 Proceedings of the nineteenth ACM symposium on Operating systems principles
Building a massively multiplayer game for the million: Disney's Toontown Online
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
DS-RT '03 Proceedings of the Seventh IEEE International Symposium on Distributed Simulation and Real-Time Applications
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Game Development: Harder Than You Think
Queue - Game Development
Time-space consistency in large-scale distributed virtual environments
ACM Transactions on Modeling and Computer Simulation (TOMACS)
A CORBA based platform as communication support for synchronous Collaborative Virtual Environment
M3W Proceedings of the 2001 international workshop on Multimedia middleware
Revealing delay in collaborative environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Internet indirection infrastructure
IEEE/ACM Transactions on Networking (TON)
ANSS '04 Proceedings of the 37th annual symposium on Simulation
Traffic Modelling for Fast Action Network Games
Multimedia Tools and Applications
VELVET: an adaptive hybrid architecture for very large virtual environments
Presence: Teleoperators and Virtual Environments
High Score!: The Illustrated History of Electronic Games, Second Edition
High Score!: The Illustrated History of Electronic Games, Second Edition
Low latency and cheat-proof event ordering for peer-to-peer games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
The effects of latency on online madden NFL football
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
View-Dependent Streaming of Progressive Meshes
SMI '04 Proceedings of the Shape Modeling International 2004
Partitioning crowded virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Proceedings of the ACM symposium on Virtual reality software and technology
Mercury: supporting scalable multi-attribute range queries
Proceedings of the 2004 conference on Applications, technologies, architectures, and protocols for computer communications
Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Scalable peer-to-peer networked virtual environment
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Accuracy in dead-reckoning based distributed multi-player games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
An orientation update message filtering algorithm in collaborative virtual environments
Journal of Computer Science and Technology
Geometric message-filtering protocols for distributed multiagent environments
Presence: Teleoperators and Virtual Environments - Special issue: Advances in collaborative virtual environments
Presence: Teleoperators and Virtual Environments - Special issue: Advances in collaborative virtual environments
Algorithms and analyses: pre-reckoning algorithm for distributed virtual environments
Proceedings of the 35th conference on Winter simulation: driving innovation
Controlling Consistency within Collaborative Virtual Environments
DS-RT '04 Proceedings of the 8th IEEE International Symposium on Distributed Simulation and Real-Time Applications
A survey of peer-to-peer content distribution technologies
ACM Computing Surveys (CSUR)
Effects of network delay on a collaborative motor task with telehaptic and televisual feedback
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Locality aware dynamic load management for massively multiplayer games
Proceedings of the tenth ACM SIGPLAN symposium on Principles and practice of parallel programming
Mitigating information exposure to cheaters in real-time strategy games
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Using n-trees for scalable event ordering in peer-to-peer games
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Improving the Performance of Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
A traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON)
Algorithms and Networking for Computer
Algorithms and Networking for Computer
Networking and Online Games
Supporting Scalable Peer to Peer Virtual Environments Using Frontier Sets
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Myriad: scalable VR via peer-to-peer connectivity, PC clustering, and transient inconsistency
Proceedings of the ACM symposium on Virtual reality software and technology
A systematic classification of cheating in online games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Dynamic microcell assignment for massively multiplayer online gaming
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Traffic characteristics of a massively multi-player online role playing game
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Influences of network latency and packet loss on consistency in networked racing games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
The effect of latency and network limitations on MMORPGs: a field study of everquest2
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments (Computer Supported Cooperative Work)
A case for 3D streaming on peer-to-peer networks
Proceedings of the eleventh international conference on 3D web technology
PC Clusters for Virtual Reality
VR '06 Proceedings of the IEEE conference on Virtual Reality
Play Between Worlds: Exploring Online Game Culture
Play Between Worlds: Exploring Online Game Culture
Wolverine: a distributed scene-graph library
Presence: Teleoperators and Virtual Environments - Special issue: Collaborative information visualization environments
On consistency and network latency in distributed interactive applications: a survey--part I
Presence: Teleoperators and Virtual Environments
Enabling scalability by partitioning virtual environments using frontier sets
Presence: Teleoperators and Virtual Environments - Special issue: IEEE VR 2005
How sensitive are online gamers to network quality?
Communications of the ACM - Entertainment networking
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Presence: Teleoperators and Virtual Environments
Achieving fairness in multiplayer network games through automated latency balancing
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Identifying MMORPG bots: a traffic analysis approach
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
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
Internet Measurement: Infrastructure, Traffic and Applications
Internet Measurement: Infrastructure, Traffic and Applications
Designing Virtual Worlds
Computer Networking: A Top-Down Approach (4th Edition)
Computer Networking: A Top-Down Approach (4th Edition)
An HCI method to improve the human performance reduced by local-lag mechanism
Interacting with Computers
Game traffic analysis: an MMORPG perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking
Globally synchronized dead-reckoning with local lag for continuous distributed multiplayer games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
NGS: an application layer network game simulator
Proceedings of the 3rd Australasian conference on Interactive entertainment
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
Components for Distributed Virtual Environments
Presence: Teleoperators and Virtual Environments
An Overview of the COVEN Platform
Presence: Teleoperators and Virtual Environments
Making Networked Virtual Environments Work
Presence: Teleoperators and Virtual Environments
A Framework for Building and Deploying the Multiparty Audio Service for Collaborative Environments
Presence: Teleoperators and Virtual Environments
Supporting Rich And Dynamic Communication In Large-Scale Collaborative Virtual Environments
Presence: Teleoperators and Virtual Environments
Interest Management in Large-Scale Virtual Environments
Presence: Teleoperators and Virtual Environments
ATLAS: A Scalable Network Framework for Distributed Virtual Environments
Presence: Teleoperators and Virtual Environments
Peer-to-peer communication across network address translators
ATEC '05 Proceedings of the annual conference on USENIX Annual Technical Conference
Overcast: reliable multicasting with on overlay network
OSDI'00 Proceedings of the 4th conference on Symposium on Operating System Design & Implementation - Volume 4
A peer-to-peer message exchange scheme for large scale networked virtual environments
ICCS '02 Proceedings of the The 8th International Conference on Communication Systems - Volume 02
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
Modeling the effects of delayed haptic and visual feedback in a collaborative virtual environment
ACM Transactions on Computer-Human Interaction (TOCHI)
Dynamo: amazon's highly available key-value store
Proceedings of twenty-first ACM SIGOPS symposium on Operating systems principles
Characterizing residential broadband networks
Proceedings of the 7th ACM SIGCOMM conference on Internet measurement
Amaze: A Multiplayer Computer Game
IEEE Software
Distributed Simulation: A Case Study in Design and Verification of Distributed Programs
IEEE Transactions on Software Engineering
Network-Based Visualization of 3D Landscapes and City Models
IEEE Computer Graphics and Applications
Database research opportunities in computer games
ACM SIGMOD Record
A long-term study of a popular MMORPG
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
A measurement study of virtual populations in massively multiplayer online games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Adaptive Δ-causality control with adaptive dead-reckoning in networked games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Enhanced mirrored servers for network games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Analyzing the performance of a cluster-based architecture for immersive visualization systems
Journal of Parallel and Distributed Computing
The fun of using TCP for an MMORPG
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
Evaluating dead reckoning variations with a multi-player game simulator
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
Game Development Essentials: Online Game Development
Game Development Essentials: Online Game Development
Donnybrook: enabling large-scale, high-speed, peer-to-peer games
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
Exploiting online games: cheating massively distributed systems
Exploiting online games: cheating massively distributed systems
Rtp: audio and video for the internet
Rtp: audio and video for the internet
Scalable AOI-Cast for Peer-to-Peer Networked Virtual Environments
ICDCSW '08 Proceedings of the 2008 The 28th International Conference on Distributed Computing Systems Workshops
Intml: A dataflow oriented development system for virtual reality applications
Presence: Teleoperators and Virtual Environments
A simple method for estimating the latency of interactive, real-time graphics simulations
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Perception-based filtering for MMOGs
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
Towards an information model of consistency maintenance in distributed interactive applications
International Journal of Computer Games Technology - Networking for Computer Games
The effects of local lag on tightly-coupled interaction in distributed groupware
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Improving performance on the internet
Communications of the ACM - Inspiring Women in Computing
The HyperVerse: concepts for a federated and Torrent-based '3D Web'
International Journal of Advanced Media and Communication
Game Bot Detection Based on Avatar Trajectory
ICEC '08 Proceedings of the 7th International Conference on Entertainment Computing
Receiver-driven view-dependent streaming of progressive mesh
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
Traffic analysis of avatars in Second Life
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
From a single- to multi-server online game: a Quake 3 case study using RTF
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Detection of MMORPG bots based on behavior analysis
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
A task-based load distribution scheme for multi-server-based distributed virtual environment systems
Presence: Teleoperators and Virtual Environments
Interactive massive model rendering
ACM SIGGRAPH ASIA 2008 courses
A peer auditing scheme for cheat elimination in MMOGs
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Improving application layer latency for reliable thin-stream game traffic
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Realizing the bullet time effect in multiplayer games with local perception filters
Computer Networks: The International Journal of Computer and Telecommunications Networking
The effect of latency on user performance in Real-Time Strategy games
Computer Networks: The International Journal of Computer and Telecommunications Networking
Technologies for 3D mesh compression: A survey
Journal of Visual Communication and Image Representation
Measurement and estimation of network QoS among peer Xbox 360 game players
PAM'08 Proceedings of the 9th international conference on Passive and active network measurement
Making WAVES: On the design of architectures for low-end distributed virtual environments
VRAIS '93 Proceedings of the 1993 IEEE Virtual Reality Annual International Symposium
Providing full awareness to distributed virtual environments based on peer-to-peer architectures
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Detection of auto programs for MMORPGs
AI'05 Proceedings of the 18th Australian Joint conference on Advances in Artificial Intelligence
Influence of network delay and jitter on cooperation in multiplayer games
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Quiver: a middleware for distributed gaming
Proceedings of the 22nd international workshop on Network and Operating System Support for Digital Audio and Video
Proceedings of the 17th International Conference on 3D Web Technology
Motion-aware adaptive dead reckoning algorithm for collaborative virtual environments
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
Role and quality of communication in collaborative training for Multiple Sclerosis patients
Proceedings of the 5th International Conference on PErvasive Technologies Related to Assistive Environments
XML3DRepo: a REST API for version controlled 3D assets on the web
Proceedings of the 18th International Conference on 3D Web Technology
Energy-budget-compliant adaptive 3D texture streaming in mobile games
Proceedings of the 4th ACM Multimedia Systems Conference
Supporting interoperability and presence awareness in collaborative mixed reality environments
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
Interest management for distributed virtual environments: A survey
ACM Computing Surveys (CSUR)
Hi-index | 0.00 |
This broad-ranging book equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking. The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. The book explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions. Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs.Everything designers need to know when developing networked graphics and games is covered in one volume - no need to consult multiple sources.The many examples throughout the text feature real simulation code in C++ and Java that developers can use in their own design experiments.Case studies describing real-world systems show how requirements and constraints can be managed.