Consistency in replicated continuous interactive media
CSCW '00 Proceedings of the 2000 ACM conference on Computer supported cooperative work
On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
A Model to Support the Design of Multiplayer Games
Presence: Teleoperators and Virtual Environments
Networked games: a QoS-sensitive application for QoS-insensitive users?
RIPQoS '03 Proceedings of the ACM SIGCOMM workshop on Revisiting IP QoS: What have we learned, why do we care?
A fair message exchange framework for distributed multi-player games
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
Experiences using a dual wireless technology infrastructure to support ad-hoc multiplayer games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
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
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
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
Consistency models for distributed interactive multimedia applications
ACM SIGOPS Operating Systems Review
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
Car racing through the streets of the web: a high-speed 3D game over a fast synchronization service
WWW '05 Special interest tracks and posters of the 14th international conference on World Wide Web
A RIO-like technique for interactivity loss-avoidance in fast-paced multiplayer online games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
The need for real time consistency management in P2P mobile gaming environments
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Massively multi-player games: matching game design with technical design
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Synchronisation dans les jeux multijoueurs sur téléphone mobile
UbiMob '05 Proceedings of the 2nd French-speaking conference on Mobility and ubiquity computing
On the effects of loose causal consistency in mobile multiplayer games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Fairness in dead-reckoning based distributed multi-player games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
A challenge for reusing multiplayer online games without modifying binaries
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Game server selection for multiple players
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
Analysis of factors affecting players' performance and perception in multiplayer games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Effects of local-lag mechanism on task performance in a desktop CVE system
Journal of Computer Science and Technology
Latency and player actions in online games
Communications of the ACM - Entertainment networking
FILA in gameland, a holistic approach to a problem of many dimensions
Computers in Entertainment (CIE) - 3rd anniversary issue
Characterization of user behavior in a multi-player online game
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Rendezvous: supporting real-time collaborative mobile gaming in high latency environments
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Wireless home entertainment center: reducing last hop delays for real-time applications
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
An HCI method to improve the human performance reduced by local-lag mechanism
Interacting with Computers
A relative delay minimization scheme for multiplayer gaming in differentiated services networks
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Hack-proof synchronization protocol for multi-player online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Consistency requirements in multiplayer online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Applicability of group communication for increased scalability in MMOGs
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
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
Influences of network latency on interactivity in networked rock-paper-scissors
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
The effect of latency on user performance in real-time strategy games
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
Network game traffic: a broadband access perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
A two-phase approach to interactivity enhancement for large-scale distributed virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
Playability heuristics for mobile multi-player games
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Design of a cheat-resistant P2P online gaming system
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
A new method for path prediction in network games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
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
Synchronization medium: a consistency maintenance component for mobile multiplayer games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Mirrored arbiter architecture: a network architecture for large scale multiplayer games
Proceedings of the 2007 Summer Computer Simulation Conference
Modeling ping times in first person shooter games
CoNEXT '06 Proceedings of the 2006 ACM CoNEXT conference
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
A novel network architecture for crowded online environments
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
A dynamic approach to consistency management for mobile multiplayer games
NOTERE '08 Proceedings of the 8th international conference on New technologies in distributed systems
The effects of local lag on tightly-coupled interaction in distributed groupware
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Network-Aware Server Placement for Highly Interactive Distributed Virtual Environments
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
Hack-proof synchronization protocol for multi-player online games
Multimedia Tools and Applications
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
How to let gamers play in infrastructure-based vehicular networks
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Performance analysis of game world partitioning methods for multiplayer mobile gaming
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
ACM Transactions on Internet Technology (TOIT)
The effect of latency on user performance in Real-Time Strategy games
Computer Networks: The International Journal of Computer and Telecommunications Networking
Network game traffic: A broadband access perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking
Fast multi-hop broadcast over vehicular networks: a real testbed evaluation
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
NBiS'07 Proceedings of the 1st international conference on Network-based information systems
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
An intervehicular communication architecture for safety and entertainment
IEEE Transactions on Intelligent Transportation Systems
Netlag: a performance evaluation tool for massively multi-user networked applications
Proceedings of the 19th ACM International Symposium on High Performance Distributed Computing
On latency in IEEE 802.11-based wireless ad-hoc networks
ISWPC'10 Proceedings of the 5th IEEE international conference on Wireless pervasive computing
Don't love thy nearest neighbor
IPTPS'10 Proceedings of the 9th international conference on Peer-to-peer systems
Multi-objective zone mapping in large-scale distributed virtual environments
Journal of Network and Computer Applications
A measurement study regarding quality of service and its impact on multiplayer online games
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
A protocol for distributed collision detection
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
International Journal of Computer Games Technology
Target following performance in the presence of latency, jitter, and signal dropouts
Proceedings of Graphics Interface 2011
QoS-Aware Server Provisioning for Large-Scale Distributed Virtual Environments
PADS '10 Proceedings of the 2010 IEEE Workshop on Principles of Advanced and Distributed Simulation
Dead Reckoning-Based Update Scheduling against Message Loss for Improving Consistency in DVEs
PADS '11 Proceedings of the 2011 IEEE Workshop on Principles of Advanced and Distributed Simulation
A framework to help designing innovative massively multiplayer online games interactions
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Latency equalization as a new network service primitive
IEEE/ACM Transactions on Networking (TON)
RPT: re-architecting loss protection for content-aware networks
NSDI'12 Proceedings of the 9th USENIX conference on Networked Systems Design and Implementation
An information-based dynamic extrapolation model for networked virtual environments
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Proceedings of Graphics Interface 2012
Fair and Efficient Dead Reckoning-Based Update Dissemination for Distributed Virtual Environments
PADS '12 Proceedings of the 2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation
The effects of network loads and latency in multiplayer online games
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
Hi-index | 0.00 |
Multiplayer games, i.e., games where several persons interact simultaneously over networks like the Internet, receive much interest. One of the reasons is that competing with human counterparts is typically considered as much more interesting and challenging than playing just against a computer.A major problem of network-based multiplayer games is caused by the network transmission delay. This means that it takes a while until information, e.g., about the movement of the opponents objects and their new position, reaches the receivers. This delay causes several difficulties and leads to paradoxical situations. For example, consider a racing game with two players, shortly after the start both believe that they have the lead because it takes a while until the position of the counter player reaches the local player. Approaches to provide for a global consistent state of the game by introducing a local presentation delay have been proposed, however, these increase the application-level delay even more.Therefore, it is important to investigate the impact such delays can have on the performance of multiplayer games and the attractiveness of these games for the human players. Such a study is the purpose of this work. We concentrate on real-time games for the Internet where significant delays can occur. The evaluation is performed through measurements using a car racing simulator.