yusuke1997/dblp-id-title huggingface dataset:
A hybrid architecture for massively multiplayer online games
Some thoughts on emulating jitter for user experience trials
The effect of latency and network limitations on MMORPGs: a field study of everquest2
Generalized two-tier relevance filtering of computer game update events
Success factors of events in virtual worlds a case study in Second Life
Game time modelling for cheating detection in P2P MOGs: a case study with a fast rate cheat
Impact of information buffering on a flexible cloud gaming system
A systematic classification of cheating in online games
Scalable peer-to-peer networked virtual environment
A distributed proxy system for provisioning immersive audio communication to massively multi-player games
Koekepan: Minecraft as a Research Platform
Cascading impact of lag on Quality of Experience in cooperative multiplayer games
OpenPING: a reflective middleware for the construction of adaptive networked game applications
Spatial principles of level-design in multi-player first-person shooters
On the geographic distribution of on-line game servers and players
Applicability of group communication for increased scalability in MMOGs
Network infrastructure for massively distributed games
Proceedings of the 1st Workshop on Network and System Support for Games, NETGAMES 2002, Braunschweig, Germany, April 16-17, 2002, 2003
Cheat detection and prevention in P2P MOGs
An empirical study of Cloud Gaming
nSense: Decentralized interest management in higher dimensions through mutual notification
Traffic characteristics of a massively multi-player online role playing game
Mobile Game Recommendation using Touch Gestures
Improving application layer latency for reliable thin-stream game traffic
On prophesying online gamer departure
Is runtime verification applicable to cheat detection?
Comparing interest management algorithms for massively multiplayer games
Energy-efficient gaming on mobile devices using dead reckoning-based power management
Mediator: a design framework for P2P MMOGs
Latency reduction by dynamic core selection and partial migration of game state
An immersive voice over IP service to wireless gaming: user study and impact of virtual world mobility
Dude, the Source of Lags Is on Your Computer
Game server selection for multiple players
Manycraft: Massively Distributed Minecraft
DynFilter: Limiting bandwidth of online games using adaptive pub/sub message filtering
The effects of loss and latency on user performance in unreal tournament 2003®
The quest for meaningful mobility in massively multi-user virtual environments
Lightweight QoS-support for networked mobile gaming
A flexible connectivity architecture for avatar management in P2P virtual environments
Modeling player session times of on-line games
A challenge for reusing multiplayer online games without modifying binaries
Meeting technology challenges of pervasive augmented reality games
Loyalty or Profit? Early Evolutionary Dynamics of Online Game Groups
The effects of latency on player performance in cloud-based games
A study of network stack latency for game servers
Predicting the perceived quality of a first person shooter: the Quake IV G-model
Access network delay in networked games
Massively Multiplayer Online Games on unreliable resources
Persistence in massively multiplayer online games
On the 802.11 turbulence of nintendo DS and sony PSP hand-held network games
Optimizing next-generation cloud gaming platforms with planar map streaming and distributed rendering
User customization of the GamingAnywhere Android mobile client interface
A fair message exchange framework for distributed multi-player games
Towards public server MMOs
Area-based gossip multicast
Do nintendo handhelds play nice?: An analysis of its wireless behavior
QoE assessment of fairness between players in networked game with olfaction
A mobile gaming platform for the IMS
Improving online game performance over IEEE 802.11n networks
The effect of network delay on remote calligraphic teaching with haptic interfaces
Thin to win? Network performance analysis of the OnLive thin client game system
Altruism in games: Helping others help themselves
Mobility and stability evaluation in wireless multi-hop networks using multi-player games
Transparency analysis and haptic synchronization for transparency of force-reflecting teleoperation
Analysis of multi-player online game traffic based on self-similarity
Action specific Massive Multiplayer Online Role Playing Games traffic analysis: case study of World of Warcraft
A long-term study of a popular MMORPG
What online gamers really think of the Internet?
Can gamers detect cloud delay?
Avatar movement in World of Warcraft battlegrounds
Cheat-proof peer-to-peer trading card games
16th Annual Workshop on Network and Systems Support for Games, NetGames 2018, Amsterdam, The Netherlands, June 12-15, 2018
Performance analysis of the ANGEL system for automated control of game traffic prioritisation
Observations on game server discovery mechanisms
QoE assessment in networked air hockey game with haptic media
Peer NAT proxies for peer-to-peer games
Accuracy in dead-reckoning based distributed multi-player games
On Preventing Sequence Breaking in Video Games
A cheat controlled protocol for centralized online multiplayer games
A Classification of Video Games based on Game Characteristics linked to Video Coding Complexity
Time Management for virtual worlds based on constrained communication model
Distributed avatar management for Second Life
Plug-replaceable consistency maintenance for multiplayer games
A transaction execution engine architecture for multiplayer online games
GPU consolidation for cloud games: Are we there yet?
Déjà vu - Predicting the number of players in online games through normalization of historical data
10th Annual Workshop on Network and Systems Support for Games, NetGames 2011, Ottawa, Ontario, Canada, October 6-7, 2011
Lamoth: A Message Dissemination Middleware for MMOGs in the Cloud
Peer clustering: a hybrid approach to distributed virtual environments
Proceedings of the 4th Workshop on Network and System Support for Games, NETGAMES 2005, Hawthorne, New York, USA, October 10-11, 2005
FreeRank: implementing independent ranking service for multiplayer online games
On correctness of scalable multi-server state replication in online games
State replication for multiplayer games
Performance analysis of game world partitioning methods for multiplayer mobile gaming
Human Pacman: a sensing-based mobile entertainment system with ubiquitous computing and tangible interaction
Creation of custom-made serious games with user-generated learning content
Globally synchronized dead-reckoning with local lag for continuous distributed multiplayer games
Construction and scheduling of extrapolated parity packets for dead reckoning in network gaming
Peer-to-peer support for low-latency Massively Multiplayer Online Games in the cloud
Six in the city: introducing Real Tournament - a mobile IPv6 based context-aware multiplayer game
Fairness in dead-reckoning based distributed multi-player games
A state-based game attention model for cloud gaming
Modifying first person shooter games to perform real time network monitoring and control tasks
ARMA(1, 1) modeling of Quake4 Server to client game traffic
Authority assignment in distributed multi-player proxy-based games
A Network Traffic and Player Movement Model to Improve Networking for Competitive Online Games
13th Annual Workshop on Network and Systems Support for Games, NetGames 2014, Nagoya, Japan, December 4-5, 2014
Rise of the bots: Bot prevalence and its impact on match outcomes in league of Legends
Artificial Neural Network for bot detection system in MMOGs
A distributed architecture for MMORPG
Surgical strike: A novel approach to minimize collateral damage to game BOT detection
Causality and media synchronization control for networked multimedia games: centralized versus distributed
Game bot identification based on manifold learning
Consistency requirements in multiplayer online games
Evaluation of lag-related configurations in first-person shooter games
Quantifying the effect of content-based transport strategies for online role playing games
Proceedings of the 6th Workshop on Network and System Support for Games, NETGAMES 2007, Melbourne, Australia, September 19-20, 2007
A network-adaptive transport scheme for haptic-based collaborative virtual environments
Dissecting server-discovery traffic patterns generated by multiplayer first person shooter games
Unsynchronized multiplayer networked games: Feasibility with time rewind
Scaling online games with adaptive interest management in the cloud
Player-customized puzzle instance generation for Massively Multiplayer Online Games
Flash movie authoring environment based on state diagram
On a dynamic caching method for field segmented DVE by multi-server
A measurement study of virtual populations in massively multiplayer online games
Dynamic clustering in delaunay-based P2P networked virtual environments
Mercury: a scalable publish-subscribe system for internet games
The impact of virtualization on the performance of Massively Multiplayer Online Games
System architecture for billing of multi-player games in a wireless environment using GSM/UMTS and WLAN services
Gamifying mobile applications for smartphone augmented infrastructure sensing
A communication architecture for massive multiplayer games
A CAPTCHA system for Nintendo DS
Poultry.Internet and Internet Pajama: novel systems for remote haptic interaction
Stealth measurements for cheat detection in on-line games
Hydra: a massively-multiplayer peer-to-peer architecture for the game developer
Games based on active NFC objects: Model and security requirements
Packetization interval of haptic media in networked virtual environments
Addressing cheating in distributed MMOGs
A peer-to-peer architecture for massive multiplayer online games
Network technology, markets, and the growth of synthetic worlds
Using session initiation protocol to build context-aware VoIP support for multiplayer networked games
Influence of network delay on fairness between game players in remote control system with free-viewpoint video and haptic media
On matchmaking for multiplayer cloud gaming
8th Annual Workshop on Network and Systems Support for Games, NetGames 2009, Paris, France, 23-24 November, 2009
Evaluating ginnungagap: a middleware for migration of partial game-state utilizing core-selection for latency reduction
Network game design: hints and implications of player interaction
Managing power for closed-source android os games by lightweight graphics instrumentation
Distributed scene graph to enable thousands of interacting users in a virtual environment
Patch scheduling for on-line games
Cheat detection processing: A GPU versus CPU comparison
Dynamic voice communication support for multiplayer online games
Satisfying the hunger for mobile online games: Providing quality time in vehicular scenarios
CounterMeasures: A game for teaching computer security
Telebuddies on the move: social stitching to enhance the networked gaming experience
On the support for heterogeneity in networked virtual environment
Divereal: a social virtual world without rooms
Proceedings of the 5th Workshop on Network and System Support for Games, NETGAMES 2006, Singapore, October 30-31, 2006
Tackling online game development problems with a novel network scripting language
Triangle-based obstacle-aware load balancing for massively multiplayer games
Can a Wi-Fi WLAN support a first person shooter?
Adaptive delta-causality control scheme with dynamic control of prediction time in networked haptic game
Synchronization medium: a consistency maintenance component for mobile multiplayer games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games, NETGAMES 2008, Worcester, Massachusetts, USA, October 21-22, 2008
Network game traffic modelling
On the performance of games using solid state drives
Ikebana competition in networked virtual environment with haptic and olfactory senses
Metazoa Ludens
Hard-core user and bot user classification using game character's growth types
RTF: a real-time framework for developing scalable multiplayer online games
15th Annual Workshop on Network and Systems Support for Games, NetGames 2017, Taipei, Taiwan, June 22-23, 2017
GPU/QoE-Aware Server Selection Using Metaheuristic Algorithms in Multiplayer Cloud Gaming
A practical pricing model of inter-domain multicasting based on game theory
Priority-based distribution trees for application-level multicast
Hack, Slash, and Chat: A study of players' behavior and communication in MMORPGs
The Impact of User, System, and Context factors on Gaming QoE: a Case Study Involving MMORPGs
Subjective quality assessment for multiplayer real-time games
Player Activity and Popularity in Online Social Games and their Implications for Player Retention
Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games
Does Online Mobile Gaming Overcharge You for The Fun?
Perceptual view inconsistency: An objective evaluation framework for online game quality of experience (QoE)
On the effects of loose causal consistency in mobile multiplayer games
Feedback, latency, accuracy: exploring tradeoffs in location-aware gaming
Segment-of-Interest driven live game streaming: Saving bandwidth without degrading experience
Load balancing for massively multiplayer online games
Trust management for cheating detection in distributed massively multiplayer online games
A generic proxy system for networked computer games
A game authoring tool based on character definition in terms of state-transition diagrams
Virtual machines vs. containers in cloud gaming systems
Hack-proof synchronization protocol for multi-player online games
SpotCheck: An efficient defense against information exposure cheats
2015 International Workshop on Network and Systems Support for Games, NetGames 2015, Zagreb, Croatia, December 3-4, 2015
FizzX: Multiplayer time manipulation in networked games
Enhanced mirrored servers for network games
Dissecting games engines: The case of Unity3D
User identification based on game-play activity patterns
Interest scheme: a new method for path prediction
Proceedings of the 2nd Workshop on Network and System Support for Games, NETGAMES 2003, Redwood City, California, USA, May 22-23, 2003
MMORPG player behavior model based on player action categories
Assignment of games to servers in the OnLive cloud game system
Towards a System for Controlling Client-Server Traffic in Virtual Worlds using SDN
Experiences using a dual wireless technology infrastructure to support ad-hoc multiplayer games
Efficient triangulation for P2P networked virtual environments
On "shot around a corner" in first-person shooter games
A case for mutual notification: a survey of P2P protocols for massively multiplayer online games
Interactivity improvement of group synchronization control in collaborative haptic play with building blocks
CAMEO: Enabling social networks for Massively Multiplayer Online Games through Continuous Analytics and cloud computing
A measurement study regarding quality of service and its impact on multiplayer online games
Framework for evaluation of networked mobile games
A protocol for distributed collision detection
Supporting first person shooter games with competing traffic in 802.11e MAC
I know what the BOTs did yesterday: full action sequence analysis using Naïve Bayesian algorithm
Analysis of scalable data streams for representations in networked virtual environments
Dragon kill points: loot distribution in MMORPGs
Analysis of factors affecting players' performance and perception in multiplayer games
Toxicity detection in multiplayer online games
Andrew Rivolski: multi-display cooperation game over the internet
11th Annual Workshop on Network and Systems Support for Games, NetGames 2012, Venice, Italy, November 22-23, 2012
A service platform for on-line games
Influences of network latency on interactivity in networked rock-paper-scissors
Capturing and storing profile information for gamers playing multiplayer online games
Context-aware 3D object streaming for mobile games
Bandwidth-aware Peer-to-Peer 3D streaming
Virtual context based services for support of interaction in virtual worlds
Emotional states control for on-line game avatars
A zone-based gaming architecture for ad-hoc networks
Load-balancing for peer-to-peer networked virtual environment
Coherent global motion percepts from stochastic local motions
Knowledge-based animation
3-D balance in legged locomotion: modeling and simulation for the one-legged case
Perception of rotation in depth: the psychophysical evidence
Proceedings of the ACM SIGGRAPH/SIGART Interdisciplinary Workshop on Motion: Representation and Perception, Toronto, Ontario, Canada, 1986
The perception of coherent motion in two-dimensional patterns
Tracking three-dimensional moving light displays
Motion perception: second thoughts on the correspondence problem
Real and apparent motion: one mechanism or two?
Complex logarithmic mapping and the focus of expansion
On the estimation of dense displacement vector fields from image sequences
The cross-ratio and the perception of motion and structure
Representing and reasoning about change
A multiple track animator system for motion synchronization
Motion and time-varying imagery
A hybrid approach to structure-from-motion
Determining the instantaneous axis of translation from optic flow generated by arbitrary sensot motion
Determining 3-D motion parameters of a rigid body: a vector-geometrical approach
Determining motion parameters for scenes with translation and rotation
Computing the velocity field along contours
Motion analysis of grammatical processes in a visual-gestural language
Motion graphics, description and control
How human perception deals with motion
Selective attention to aspects of motion configurations: common vs. relative motion
"Graphical marionette"
Perceiving and recovering structure from events
Motion from continuous or discontinuous arrangements
The scope of research on motion: sensations, perception, representation and generation
The fox and the forest: toward a type I/type II constraint for early optical flow
The representation and perception of geometric structure in moving visual patterns
Adapting optical-flow to measure object motion in reflectance and X-ray image sequences
Multicomputer architectures for real-time perception
Implementing Distributed Simulation in Grid Computing Environment: Application to Electromagnetic Field
Proceedings of the 2010 International Conference on Grid Computing & Applications, GCA 2010, July 12-15, 2010, Las Vegas, Nevada, USA
On the Introduction of Grid Computing to Undergraduate Education
Enhancing Grid Security Using Workflows, Trusted Computing and Virtualisation
An Agent-based Service Discovery Algorithm Using Agent Directors for Grid Computing
A User-Centric Authentication for Advanced Resource Reservation in Mobile Grid Environments
Design of Grid Computing Environment for Operative Weather Nowcasting
A Solution to the Information Retrieval Problem in Desktop Grid Task Assignment Using the Force Field Model
An Artificial Immune System For Task Scheduling In Grid Computing With Task Balancing
Initial Placement of No-replicated Databases in Large-Scale Systems
Parallel Numerical Integration on a P2P/Grid Computing Environment
A Grid-Enabled E-Business Resource Sharing Model In A Cooperative Market Setting
On Architecture of the Economic-aware Data Grid
Secure Thyself: Securing Individual Peers in Collaborative Peer-to-Peer Environments
Grid Performance Analysis in a Parallel Environment
Estimating Reliability of Grid Systems using Bayesian Networks
The PS3 Grid-Resource Model
Integrating Security Requirements into Scheduling for Real-Time Applications in Grid Computing
An Application of Dynamic Service Level Agreements in a Risk-Aware Grid Environment
A Web Server for Developing OpenMP Programs on Computational Grids
An Optimized Dependency Eliminating Space-Shared Scheduling Algorithm
An Efficient Load Balancing Architecture for Peer-to-Peer Systems
Implementing Data Aware Scheduling In Gfarm(R) Using LSF(TM) Scheduler plugin Mechanism
An Integration of Several Technologies in the Architecture Definition and Deployment of a Geospatial Grid Web Portal
The Analysis of Peer-to-Peer Network Security
SOA 3.0 and Web Services Privacy and Security: An Empirical Study
Overbooking in Planning Based Scheduling Systems
Automatic Workflow Management System in Grid Web-Based OS Environment with Advanced Scheduling Module
TOM - Task and Object Management for Grid Clusters
e-Science Models and Research Life Cycle - How will if affect the Philippine Community?
Modeling the Risk of Failure in Grid Environments
A Community Authorization Mechanism Research Based on RBAC in Data Grid
TeraGrid's Tools for Massive Data Movement
Research on Security Resource Management Architecture for Grid Computing System
Intelligent Replica Selection Strategy for Data Grid
The Scientific Byte Code Virtual Machine
A Proposal of Next Generation Grid-Operating System
Fuzzy-based Adaptive Replication Mechanism in Desktop Grid Systems
ParoC++: Extending C++ to the Grid
A Novel Proxy Certificate Issuance on Grid Portal Without Using MyProxy
Policy-Based Autonomic Management in Virtual Machine Systems
Distributed Database Management With Grid Computing
Applying the Grid Computing Paradigm within a Liberal Arts Academic Environment
Optimizing Grid Scheduling Based on Local Cluster Scheduling Policies and Resource Availability
Grid Policy Administrator with MDP-Based Resource Management Scheme
The Influence of Sub-Communities on a Community-Based Peer-to-Peer System with Social Network Characteristics
Implementation of a Grid Performance Analysis and Tuning Framework using Jade Technology
Toward Design of E-Learning Platform in Grid Environments
Online Host Certificate Registration and Renewal System
Experience in Testing the Grid Based Workload Management System of a LHC Experiment
Adding a Campus Cluster to the SURAgrid Regional Computing Grid
Range Query over Structured Overlay System
SensorML for Grid Sensor Networks
A Description Logic based Grid Inferential Monitoring and Discovery Framework
Towards a Transparent Grid Access an Introduction to Grid Resource Utilization Package in Computational Science and Engineering Online
Optimizing Database Resources on the Grid
Implementation of Web based Accounting System for Heterogeneous supercomputers
Automated Discovery of MRST for Grid Service Reliability Estimation
Feedback Guided Job Modeling In PRAGMA Environment
UWAgents: A Mobile Agent System Optimized for Grid Computing
Mobile Agent Based Fault Tolerant System for Grid Environment
Transparent File Protection in On-Demand Computing
Behavioral Trust Management System
Pervasive Access To The Data Grid
A New Variation of Chord with Novel Improvement on Lookup Locality
DataGrid Authentication via GSI Certificates Within a Very Large Global File System
Load Balancing on a Grid Using Data Characteristics
A Grid-based Context-aware Recommender System for Mobile Healthcare Applications
Federated Global Identity Management: Towards a Framework
GridMate: A Simulator for Adaptive Runtime Management of Dynamic Applications in Multi-Site Grid Systems
Resource Allocation Using Minimum Execution Time with Load Balance For Grid Computing
UNICORE and GRIP: Experiences of Grid Middleware Development
A Grid Resource Broker with Dynamic Loading Prediction Scheduling Algorithm in Grid Computing Environment
Chord Rooted Forest Algorithm for Data Grid Search
Atmospheric Remote Sensing Data Processing Through Grid Computing Technique
Using a Web-based Framework to Manage Grid Deployments
Implementing a Global File System for High-Performance Grid Computing
A Two-stage Metascheduler Architecture for Computational Grids
Image Processing in a Grid Environment
A Grid Web Portal for Aerospace
eBiochem: A Web Based Bioinformatics and Life Science Job Management System for a HPC Cluster
Grid File Sharing Components and Architecture
Performance Analysis of a Replica Selection Strategy in Grid Environment Tuned with Replica Placement Decisions
Heuristic Scheduling and Process Migration on the Grid
The Survey of Ninf as a Compelete Technology to Access in Remote Computing System and Database Servers