A generic proxy system for networked computer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd 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
Practical Middleware for Massively Multiplayer Online Games
IEEE Internet Computing
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
Latency and player actions in online games
Communications of the ACM - Entertainment networking
A peer-to-peer architecture for massive multiplayer online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Authority assignment in distributed multi-player proxy-based games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A Client Framework for Massively Multiplayer Online Games on Mobile Devices
ICCIT '07 Proceedings of the 2007 International Conference on Convergence Information Technology
Textures in Second Life: Measurement and Analysis
ICPADS '08 Proceedings of the 2008 14th IEEE International Conference on Parallel and Distributed Systems
Traffic analysis of avatars in Second Life
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
Improving application layer latency for reliable thin-stream game traffic
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Avatar mobility in user-created networked virtual worlds: measurements, analysis, and implications
Multimedia Tools and Applications
VWRAP for Virtual Worlds Interoperability
IEEE Internet Computing
Animated UI transitions and perception of time: a user study on animated effects on a mobile screen
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Evaluation of VoIP quality over WiBro
PAM'08 Proceedings of the 9th international conference on Passive and active network measurement
Hack, slash, and chat: a study of players' behavior and communication in MMORPGs
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Measurement and analysis of World of Warcraft in mobile WiMAX networks
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
ARIVU: power-aware middleware for multiplayer mobile games
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Energy-efficient gaming on mobile devices using dead reckoning-based power management
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Hi-index | 0.00 |
This paper studies extensible network virtual environments from a mobile device perspective. In this context a mobile device is a power limited device, whose battery capacity, available connection speed, graphical computing power and performance are very limited and the screen size is highly variable. As a solution to enable extensible virtual world services for mobile devices, this paper proposes methods and an architecture to reduce the amount of data traffic and strategies to dynamically adjust graphical complexity for mobile device characteristics.