Critical causality in distributed virtual environments
Proceedings of the sixteenth workshop on Parallel and distributed simulation
A scalable architecture for supporting interactive games on the internet
Proceedings of the sixteenth workshop on Parallel and distributed simulation
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NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Bandwidth requirement and state consistency in three multiplayer game architectures
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
What online gamers really think of the Internet?
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Time-space consistency in large-scale distributed virtual environments
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Communication Architectures for Massive Multi-Player Games
Multimedia Tools and Applications
VELVET: an adaptive hybrid architecture for very large virtual environments
Presence: Teleoperators and Virtual Environments
Distributed server replication in large scale networks
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
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
Analysis of state exposure control to prevent cheating in online games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
Adaptive server selection for large scale interactive online games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
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NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
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InfoScale '06 Proceedings of the 1st international conference on Scalable information systems
On consistency and network latency in distributed interactive applications: a survey--part I
Presence: Teleoperators and Virtual Environments
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Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
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Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
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Interacting with Computers
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Hack-proof synchronization protocol for multi-player online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Adaptive server selection for large scale interactive online games
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Multimedia Tools and Applications
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ACST'07 Proceedings of the third conference on IASTED International Conference: Advances in Computer Science and Technology
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Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
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Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
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Computer Communications
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Multimedia Tools and Applications
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Hack-proof synchronization protocol for multi-player online games
Multimedia Tools and Applications
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Proceedings of the ACM 2009 international conference on Supporting group work
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Computer Networks: The International Journal of Computer and Telecommunications Networking
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IEEE Computer Graphics and Applications - Special issue on non-photorealistic rendering a virtual environment for teaching social skills
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DS-RT '09 Proceedings of the 2009 13th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications
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Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
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Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
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MMNS'05 Proceedings of the 8th international conference on Management of Multimedia Networks and Services
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ICEC'05 Proceedings of the 4th international conference on Entertainment Computing
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Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
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IEEE/ACM Transactions on Networking (TON)
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Proceedings of the 10th international conference on Mobile systems, applications, and services
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ACM Computing Surveys (CSUR)
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This article describes the design, implementation, and evaluation of MiMaze, a distributed multiplayer game on the Internet, and, more precisely, it describes the design of dedicated transmission control mechanisms. MiMaze is implemented on a completely distributed communication architecture based on the IP multicast protocol suite (RTP/UDP/IP). This is the first work to analyze a distributed interactive game on the multicast Internet. The major element of the MiMaze architecture is a distributed synchronization mechanism that guarantees the consistency of the game regardless of network delay. This article provides on evaluation of the MiMaze game on the MBone, and discusses approaches to monitor and evaluate this new type of application. The main contribution of this work is to show, based on on example, the feasibility of this new family of applications on a best-effort network. It is shown that real-time interactivity can be maintained, provided that some level of inconsistency can be tolerated by the application. This work also highlights the role of multicast as an enabling technology for a real-time Internet