Antecedents of Cloud Gaming Acceptance among Gen Z: Achieving Sustainability in the Digital Gaming Industry

MJJ Gumasing, RFB Alonzo, JMV Nazareno… - Sustainability, 2023 - mdpi.com
The rapid increase in mobile phone usage among Gen Z online gamers has become more
prevalent due to the pandemic. However, the limited processing power of mobile devices …

Vector-field consistency for ad-hoc gaming

N Santos, L Veiga, P Ferreira - Middleware 2007: ACM/IFIP/USENIX 8th …, 2007 - Springer
Developing distributed multiplayer games for ad-hoc networks is challenging. Consistency
of the replicated shared state is hard to ensure at a low cost. Current consistency models …

[图书][B] Modeling and simulating bodies and garments

N Magnenat-Thalmann - 2010 - books.google.com
This book contains the research on modeling bodies, cloth and character based adaptation
performed during the last 3 years at MIRALab at the University of Geneva. More than ten …

pSense-Maintaining a dynamic localized peer-to-peer structure for position based multicast in games

A Schmieg, M Stieler, S Jeckel, P Kabus… - … Conference on Peer …, 2008 - ieeexplore.ieee.org
This paper presents an algorithm for creating and maintaining a dynamic localized peer-to-
peer overlay network with its main application to massively multiplayer games. In these …

CSS: Facilitate the cloud service selection in IaaS platforms

H Qian, H Zu, C Cao, Q Wang - 2013 International Conference …, 2013 - ieeexplore.ieee.org
Cloud platforms deploy data centers geographically distributed around the world and
application providers select cloud infrastructures based on the requirements of their …

Unifying divergence bounding and locality awareness in replicated systems with vector-field consistency

L Veiga, A Negrão, N Santos, P Ferreira - Journal of Internet Services and …, 2010 - Springer
Data replication is a very relevant technique for improving performance, availability, and
scalability. These are requirements of many applications such as multiplayer distributed …

[PDF][PDF] Latency reduction in massively multi-player online games by partial migration of game state

P Beskow, P Halvorsen… - … Conference on Internet …, 2007 - web-backend.simula.no
With the increasing popularity of massively multi-player online games (MMOGs), developers
are continually forced to deal with the conflicting requirements of supporting a large number …

Vso: Self-organizing spatial publish subscribe

SY Hu, KT Chen - 2011 IEEE Fifth International Conference on …, 2011 - ieeexplore.ieee.org
Spatial publish subscribe (SPS) is a basic primitive underlying many real-time, interactive
applications such as online games or discrete-time simulations. Supporting SPS on a large …

SPEX: scalable spatial publish/subscribe for distributed virtual worlds without borders

MT Najaran, SY Hu, NC Hutchinson - Proceedings of the 5th ACM …, 2014 - dl.acm.org
Existing architectures designed to host large-scale virtual environments (VEs) use a variety
of approaches, but they often limit the interaction range with other users or with the VE. How …

Reducing the impact of players' transfer in managing scalable virtual worlds

U Farooq, M Shereen, K Zia, I Rabbi - Multimedia Tools and Applications, 2022 - Springer
Virtual worlds are both computation and communication intensive as they provide rich
content and frequent updates to players for an improved performance. Virtual worlds use …