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?
What online gamers really think of the Internet?
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
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
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
Synchronization medium: a consistency maintenance component for mobile multiplayer games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for 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
Identifying MMORPG bots: a traffic analysis approach
EURASIP Journal on Advances in Signal Processing - Special issue on signal processing applications in network intrusion detection systems
Quantifying the effect of content-based transport strategies for online role playing games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
On the challenge and design of transport protocols for MMORPGs
Multimedia Tools and Applications
Virtual worlds, real traffic: interaction and adaptation
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
A study of acteme on users unexpert of videogames
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: applications and services
A novel resource scheduling algorithm for QoS-aware services on the Internet
Computers and Electrical Engineering
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
International Journal of Advanced Media and Communication
HostView: annotating end-host performance measurements with user feedback
ACM SIGMETRICS Performance Evaluation Review
World of warcraft avatar history dataset
MMSys '11 Proceedings of the second annual ACM conference on Multimedia systems
International Journal of Computer Games Technology
Helping users shop for ISPs with internet nutrition labels
Proceedings of the 2nd ACM SIGCOMM workshop on Home networks
Performance of networked applications: the challenges in capturing the user's perception
Proceedings of the first ACM SIGCOMM workshop on Measurements up the stack
Measuring the latency of cloud gaming systems
MM '11 Proceedings of the 19th ACM international conference on Multimedia
Dynamic scalability for next generation gaming infrastructures
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Dynamic reallocation rules on multi-server web-based MORPG system
International Journal of Grid and Utility Computing
Putting home users in charge of their network
Proceedings of the 2012 ACM Conference on Ubiquitous Computing
Dynamic resource provisioning for cloud-based gaming infrastructures
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Being immersed: avatar similarity and self-awareness
Proceedings of the 24th Australian Computer-Human Interaction Conference
Are all games equally cloud-gaming-friendly?: an electromyographic approach
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Matchmaking in multi-player on-line games: studying user traces to improve the user experience
Proceedings of Network and Operating System Support on Digital Audio and Video Workshop
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Game-playing time is strongly related to network QoS, helping determine user satisfaction and deliver better service quality to online gamers.