Distributed virtual environments: From client server to cloud and p2p architectures

L Ricci, E Carlini - 2012 International Conference on High …, 2012 - ieeexplore.ieee.org
Distributed Virtual Environments (DVEs), like Massively Multiplayer Online Games (MMOG)
are attracting millions of users from all over the world. However, as the number of …

Fast delivery of game events with an optimistic synchronization mechanism in massive multiplayer online games

S Ferretti, M Roccetti - Proceedings of the 2005 ACM SIGCHI …, 2005 - dl.acm.org
As smart players often win MMOG sessions by adopting frantic gaming strategies along the
game evolution, also the system activities concerned with the distributed support of MMOGs …

[PDF][PDF] Emerging technologies and applications on interactive entertainments

FWB Li, RWH Lau - Journal of Multimedia, 2011 - Citeseer
With the substantial development of digital technologies in multimedia, network
communication and user interfaces, we are seeing an increasing number of applications of …

Globally synchronized dead-reckoning with local lag for continuous distributed multiplayer games

Y Zhang, L Chen, G Chen - … of 5th ACM SIGCOMM workshop on Network …, 2006 - dl.acm.org
Dead-Reckoning (DR) is an effective method to maintain consistency for Continuous
Distributed Multiplayer Games (CDMG). Since DR can filter most unnecessary state updates …

Persistence in massively multiplayer online games

K Zhang, B Kemme, A Denault - Proceedings of the 7th ACM SIGCOMM …, 2008 - dl.acm.org
The most important asset of a Massively Multiplayer Online Game is its world state, as it
represents the combined efforts and progress of all its participants. Thus, it is extremely …

GameOD: An internet based game-on-demand framework

FWB Li, RWH Lau, D Kilis - Proceedings of the ACM symposium on …, 2004 - dl.acm.org
Multiplayer online 3D games are becoming very popular in recent years. However, existing
games require the complete game content to be installed prior to game playing. Since the …

Dead reckoning using play patterns in a simple 2D multiplayer online game

W Shi, JP Corriveau, J Agar - International Journal of Computer …, 2014 - Wiley Online Library
In today's gaming world, a player expects the same play experience whether playing on a
local network or online with many geographically distant players on congested networks …

A trajectory-preserving synchronization method for collaborative visualization

LWF Li, FWB Li, RWH Lau - IEEE transactions on visualization …, 2006 - ieeexplore.ieee.org
In the past decade, a lot of research work has been conducted to support collaborative
visualization among remote users over the networks, allowing them to visualize and …

[图书][B] Interactivity maintenance for event synchronization in massive multiplayer online games.

S Ferretti - 2005 - researchgate.net
Revenues generated by video games typically surpass those provided by the
cinematography industry. The pace of development in hardware and software networking …

An optimistic obsolescence-based approach to event synchronization for massively multiplayer online games

S Ferretti, M Roccetti, CE Palazzi - International Journal of …, 2007 - Taylor & Francis
Massively multiplayer online games (MMOGs) are no longer a chimera. Everyday, new
exemple of this application are released, available for free on the Web or on sale. Yet, high …