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
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?
Access network delay in networked 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
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
The effect of latency and network limitations on MMORPGs: a field study of everquest2
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
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
Improving gaming experience in zonal MMOGs
Proceedings of the 15th international conference on Multimedia
Latency evaluation of networking mechanisms for game traffic
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Performance Enhancement in MMOGs Using Entity Types
DS-RT '07 Proceedings of the 11th IEEE International Symposium on Distributed Simulation and Real-Time Applications
A novel network architecture for crowded online environments
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
Evaluating Steiner-tree heuristics and diameter variations for application layer multicast
Computer Networks: The International Journal of Computer and Telecommunications Networking
Efficient management of data center resources for massively multiplayer online games
Proceedings of the 2008 ACM/IEEE conference on Supercomputing
The effects of local lag on tightly-coupled interaction in distributed groupware
Proceedings of the 2008 ACM conference on Computer supported cooperative work
A Dynamic Area of Interest Management and Collaboration Model for P2P MMOGs
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
Traffic analysis of avatars in Second Life
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
TCP enhancements for interactive thin-stream applications
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
A case for mutual notification: a survey of P2P protocols for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Latency reduction by dynamic core selection and partial migration of game state
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Improving application layer latency for reliable thin-stream game traffic
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
The farther relay and oracle for VANET. preliminary results
Proceedings of the 4th Annual International Conference on Wireless Internet
An adaptive latency mitigation scheme for massively multiuser virtual environments
Journal of Network and Computer Applications
PADS '09 Proceedings of the 2009 ACM/IEEE/SCS 23rd Workshop on Principles of Advanced and Distributed Simulation
ACM Transactions on Internet Technology (TOIT)
The partial migration of game state and dynamic server selection to reduce latency
Multimedia Tools and Applications
On the challenge and design of transport protocols for MMORPGs
Multimedia Tools and Applications
MMORPG Player actions: Network performance, session patterns and latency requirements analysis
Multimedia Tools and Applications
A hybrid P2P communications architecture for zonal MMOGs
Multimedia Tools and Applications
Improving SCTP retransmission delays for time-dependent thin streams
Multimedia Tools and Applications
Scalability of real-time online applications in edutain@grid
AIC'09 Proceedings of the 9th WSEAS international conference on Applied informatics and communications
An evaluation of checkpoint recovery for massively multiplayer online games
Proceedings of the VLDB Endowment
VANETS without limitations: an optimal distributed algorithm for multi-hop communications
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
Latency can kill: precision and deadline in online games
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
Virtual worlds, real traffic: interaction and adaptation
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
QuON: a quad-tree-based overlay protocol for distributed virtual worlds
International Journal of Advanced Media and Communication
A study of acteme on users unexpert of videogames
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: applications and services
NBiS'07 Proceedings of the 1st international conference on Network-based information systems
Modeling and characterizing user experience in a cloud server based mobile gaming approach
GLOBECOM'09 Proceedings of the 28th IEEE conference on Global telecommunications
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
802.11 Wireless LAN multiplayer game capacity and optimization
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Distributed avatar management for Second Life
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
FizzX: multiplayer time manipulation in networked games
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
A Walkable Kademlia network for virtual worlds
IPTPS'09 Proceedings of the 8th international conference on Peer-to-peer systems
Offloading AI for peer-to-peer games with dead reckoning
IPTPS'09 Proceedings of the 8th international conference on Peer-to-peer systems
RDRP: Reward-Driven Request Prioritization for e-Commerce web sites
Electronic Commerce Research and Applications
Optimizing consistency by maximizing bandwidth usage in distributed interactive applications
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Improving online gaming quality using detour paths
Proceedings of the international conference on Multimedia
Woodment: web-based collaborative multiplayer serious game
Transactions on edutainment IV
Optimisation of capacity in various 802.11 gaming scenarios
International Journal of Advanced Media and Communication
Reducing game latency by migration, core-selection and TCP modifications
International Journal of Advanced Media and Communication
International Journal of Advanced Media and Communication
Energy-efficient gaming on mobile devices using dead reckoning-based power management
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Scaling online games with adaptive interest management in the cloud
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Unsynchronized multiplayer networked games: feasibility with time rewind
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Proceedings of the ACM 2011 conference on Computer supported cooperative work
IEEE/ACM Transactions on Networking (TON)
Load distribution by using web workers for a real-time web application
Proceedings of the 12th International Conference on Information Integration and Web-based Applications & Services
Switchboard: a matchmaking system for multiplayer mobile games
MobiSys '11 Proceedings of the 9th international conference on Mobile systems, applications, and services
Modeling player-like behavior for game AI design
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Measuring the latency of cloud gaming systems
MM '11 Proceedings of the 19th ACM international conference on Multimedia
Supporting first person shooter games with competing traffic in 802.11e MAC
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
What + when = how: the timelines approach to consistency in networked games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
A demonstration of a lockless, relaxed atomicity state parallel game server (LEARS)
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
A server-assisted approach for mobile-phone games
Mobile Multimedia Processing
Characterizing virtual populations in massively multiplayer online role-playing games
MMM'10 Proceedings of the 16th international conference on Advances in Multimedia Modeling
Methods and network architecture for modifying extensible virtual environment to support mobility
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Quiver: a middleware for distributed gaming
Proceedings of the 22nd international workshop on Network and Operating System Support for Digital Audio and Video
ExerLink: enabling pervasive social exergames with heterogeneous exercise devices
Proceedings of the 10th international conference on Mobile systems, applications, and services
NCShield: securing decentralized, matrix factorization-based network coordinate systems
Proceedings of the 2012 IEEE 20th International Workshop on Quality of Service
Cloud mobile gaming: modeling and measuring user experience in mobile wireless networks
ACM SIGMOBILE Mobile Computing and Communications Review
How responsiveness affects players' perception in digital games
Proceedings of the ACM Symposium on Applied Perception
Dynamic reallocation rules on multi-server web-based MORPG system
International Journal of Grid and Utility Computing
MicroPlay: a networking framework for local multiplayer games
Proceedings of the first ACM international workshop on Mobile gaming
Adaptive forward error correction for real-time groupware
Proceedings of the 17th ACM international conference on Supporting group work
An Empirical Investigation into the Sources of Customer Dissatisfaction with Online Games
International Journal of E-Business Research
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
GamingAnywhere: an open cloud gaming system
Proceedings of the 4th ACM Multimedia Systems Conference
The brewing storm in cloud gaming: a measurement study on cloud to end-user latency
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Are all games equally cloud-gaming-friendly?: an electromyographic approach
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
SMOG: a cloud platform for seamless wide area migration of online games
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Joserlin: joint request and service scheduling for peer-to-peer non-linear media access
Proceedings of the 21st ACM international conference on Multimedia
GamingAnywhere: an open-source cloud gaming testbed
Proceedings of the 21st ACM international conference on Multimedia
802.11 buffers: when bigger is not better?
WiFlex'13 Proceedings of the First international conference on Wireless Access Flexibility
Assessing the impact of latency and jitter on the perceived quality of call of duty modern warfare 2
HCI'13 Proceedings of the 15th international conference on Human-Computer Interaction: users and contexts of use - Volume Part III
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
GamingAnywhere: The first open source cloud gaming system
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP) - Special issue of best papers of ACM MMSys 2013 and ACM NOSSDAV 2013
SPEX: scalable spatial publish/subscribe for distributed virtual worlds without borders
Proceedings of the 5th ACM Multimedia Systems Conference
Communication in virtual world: Second life and business opportunities
Information Systems Frontiers
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Latency determines not only how players experience online gameplay but also how to design the games to mitigate its effects and meet player expectations.