Coping with inconsistency due to network delays in collaborative virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Immersive VR for Scientific Visualization: A Progress Report
IEEE Computer Graphics and Applications
What online gamers really think of the Internet?
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Realizing bullet time effect in multiplayer games with local perception filters
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
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
On consistency and network latency in distributed interactive applications: a survey--part I
Presence: Teleoperators and Virtual Environments
Distributed training system with high-resolution deformable virtual models
Proceedings of the 43rd annual Southeast regional conference - Volume 1
Applying database replication to multi-player online games
NetGames '06 Proceedings of 5th 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 - Special issue: Networking issues in entertainment computing
Realizing the bullet time effect in multiplayer games with local perception filters
Computer Networks: The International Journal of Computer and Telecommunications Networking
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Efficiently maintaining consistency using tree-based p2p network system in distributed network games
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
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