ACM Transactions on Programming Languages and Systems (TOPLAS)
Vertical handoffs in wireless overlay networks
Mobile Networks and Applications - Special issue: mobile networking in the Internet
A scalable content-addressable network
Proceedings of the 2001 conference on Applications, technologies, architectures, and protocols for computer communications
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
An efficient synchronization mechanism for mirrored game architectures
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Visibility-based interest management in collaborative virtual environments
Proceedings of the 4th international conference on Collaborative virtual environments
Toward a Peer-to-Peer Shared Virtual Reality
ICDCSW '02 Proceedings of the 22nd International Conference on Distributed Computing Systems
STEAM: Event-Based Middleware for Wireless Ad Hoc Network
ICDCSW '02 Proceedings of the 22nd International Conference on Distributed Computing Systems
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
MASSIVE: a distributed virtual reality system incorporating spatial trading
ICDCS '95 Proceedings of the 15th International Conference on Distributed Computing Systems
Six in the city: introducing Real Tournament - a mobile IPv6 based context-aware multiplayer game
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
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
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
Consistency management for interactive peer-to-peer-based systems
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
A survey of visual, mixed, and augmented reality gaming
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
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The introduction of more powerful, feature rich, portable handsets is enabling more engaging mobile multimedia entertainment. Improvements in wireless technology infrastructure are enabling access to ubiquitous, always-on data networks. We believe that based on the popularity of multiplayer games over IP networks, there will be significant demand for mobile multiplayer games. Based upon our early trials, we also believe that the current trend for using centralised client/server models will not offer the most suitable architecture to enable them. To support our research we have built a novel augmented reality real time game as a requirements gatherer for gaming in a wireless environment. In this paper we indicate why a centralised approach will not be suitable for real-time interactions. As an alternative we propose a decentralised approach which includes support for consistency and interest management over heterogeneous networked wireless environments.