Secure referee selection for fair and responsive peer-to-peer gaming

SD Webb, S Soh, JL Trahan - Simulation, 2009 - journals.sagepub.com
Peer-to-Peer (P2P) architectures for Massively Multiplayer Online Games (MMOG) provide
better scalability than Client/Server (C/S), however, they increase the possibility of cheating …

Integrating dynamic scalability into the opensimulator framework

U Farooq, J Glauert - Simulation Modelling Practice and Theory, 2017 - Elsevier
OpenSimulator, when configured in grid mode, is highly scalable and places no restriction
on the number of running OpenSimulator instances, often called Simulator, or the number of …

Joint hierarchical nodes based user management (JoHNUM) infrastructure for the development of scalable and consistent virtual worlds

U Farooq, J Glauert - … on Distributed Simulation and Real Time …, 2009 - ieeexplore.ieee.org
Virtual environments (VEs) have recently gained a lot of attention from the computing,
graphics, business and social communities due to a remarkable increase in their popularity …

Adaptive client to mirrored-server assignment for massively multiplayer online games

SD Webb, S Soh - Multimedia Computing and Networking …, 2008 - spiedigitallibrary.org
The Mirrored Server (MS) architecture for network games uses multiple mirrored servers
across multiple locations to alleviate the bandwidth bottleneck and to reduce the client-to …

Consistency-aware partitioning algorithm in multi-server distributed virtual environments

Y Li, W Cai - Parallel and Distributed Processing Symposium …, 2012 - computer.org
In DVEs, the primary task is to maintain a consistent view of the virtual world among all
users. Multi-server architecture has been shown to have good scalability to support a large …

Online client assignment in dynamic real-time distributed interactive applications

S Ucar, H Guler, O Ozkasap - 2013 IEEE/ACM 17th …, 2013 - ieeexplore.ieee.org
Quality of user experience in Distributed Interactive Applications (DIAs) highly depends on
the network latencies during the system execution. In DIAs, each user is assigned to a server …

Client-server assignment in massively multiplayer online games

S Farlow, JL Trahan - 2014 Computer Games: AI, Animation …, 2014 - ieeexplore.ieee.org
Massively multiplayer online games (MMOGs) may use peer-to-peer, client-server, or
mirrored-server environments. Since there exist multiple server options in mirrored server …

An instructor-oriented prototype system for virtual classroom

X Zhao, Y Zhang - Sixth IEEE International Conference on …, 2006 - ieeexplore.ieee.org
Providing lifelong education through distance education system has become one of the most
important roles in higher education. But currently fewer systems can provide one good …

[PDF][PDF] The design of a contemporary infrastructure for scalable and consistent virtual worlds

U Farooq - 2012 - ueaeprints.uea.ac.uk
Virtual worlds have recently emerged as interactive and collaborative virtual spaces that
have unique features. Existing mechanisms originally developed for games or simulation …

Efficient word recognition using a pixel-based dissimilarity measure

S Colutto, B Gatos - 2011 International Conference on …, 2011 - ieeexplore.ieee.org
In this paper, we propose a word recognition methodology based on a novel size-
normalization and a pixel-based image dissimilarity measure. As a first step, we apply a new …