The effects of relative delay in networked games
暂无分享,去创建一个
[1] Sharon R. Sherman,et al. Perils of the Princess: Gender and Genre in Video Games , 1997 .
[2] B. M. Hill,et al. A Simple General Approach to Inference About the Tail of a Distribution , 1975 .
[3] Saleem N. Bhatti,et al. Modelling user behaviour in networked games , 2001, MULTIMEDIA '01.
[4] R. Likert. “Technique for the Measurement of Attitudes, A” , 2022, The SAGE Encyclopedia of Research Design.
[5] Arnaud Legout,et al. Bandwidth allocation policies for unicast and multicast flows , 1999, IEEE INFOCOM '99. Conference on Computer Communications. Proceedings. Eighteenth Annual Joint Conference of the IEEE Computer and Communications Societies. The Future is Now (Cat. No.99CH36320).
[6] Robin Eastwood. “Mud, Mud, Glorious Mud” , 1999, The Lancet.
[7] Vladimir A. Bolotin. Modeling call holding time distributions for CCS network design and performance analysis , 1994, IEEE J. Sel. Areas Commun..
[8] Andrew Postlewaite,et al. The social basis of interdependent preferences , 1998 .
[9] Feng-hsiung Hsu. Computer Chess, Then And Now: The Deep Blue Saga , 1997, Proceedings of Technical Papers. International Symposium on VLSI Technology, Systems, and Applications.
[10] Chris Crawford,et al. The Art of Computer Game Design , 1984 .
[11] Martina Zitterbart,et al. Subjective quality assessment for multiplayer real-time games , 2002, NetGames '02.
[12] Sally Floyd,et al. Wide-area traffic: the failure of Poisson modeling , 1994 .
[13] J. Duesenberry,et al. Income, Saving, and the Theory of Consumer Behavior , 1950 .
[14] James Andreoni,et al. AN ECONOMETRIC ANALYSIS OF CHARITABLE GIVING WITH INTERDEPENDENT PREFERENCES , 1998 .
[15] Thomas A. Funkhouser,et al. Network topologies for scalable multi-user virtual environments , 1996, Proceedings of the IEEE 1996 Virtual Reality Annual International Symposium.
[16] Per-Erik Josephson,et al. Broadband services for residential and commercial tenants: a categorisation of current and future services and a survey on tenants needs in Sweden , 2003 .
[17] Stuart Cheshire,et al. Latency and the quest for interactivity , 1996 .
[18] Andrew J. Oswald,et al. Are People Willing to Pay to Reduce Others'Incomes? , 2000 .
[19] Steven McCanne,et al. Receiver-driven layered multicast , 1996, SIGCOMM '96.
[20] Eryk Dutkiewicz,et al. Modelling multi-player games traffic , 2000, Proceedings International Conference on Information Technology: Coding and Computing (Cat. No.PR00540).
[21] Dah-Ming Chiu,et al. Some observations on fairness of bandwidth sharing , 2000, Proceedings ISCC 2000. Fifth IEEE Symposium on Computers and Communications.
[22] G. Box,et al. On a measure of lack of fit in time series models , 1978 .
[23] T. Lenoir. All but War Is Simulation: The Military-Entertainment Complex , 2000 .
[24] Scott Williamson,et al. Referral Whois (RWhois) Protocol V1.5 , 1997, RFC.
[25] Ram Dass,et al. Be Here Now , 1971 .
[26] Robert W. Bailey,et al. Human performance engineering: using human factors/ergonomics to achieve computer system usability (2nd ed.) , 1989 .
[27] Laurent Massoulié,et al. Service differentiation for delay-sensitive applications: an optimisation-based approach , 2002, Perform. Evaluation.
[28] Scott Gallagher,et al. Innovation and competition in standard-based industries: a historical analysis of the US home video game market , 2002, IEEE Trans. Engineering Management.
[29] George Norman. The Economics of Price Discrimination , 1985 .
[30] Michael Lewis,et al. GAME ENGINES IN SCIENTIFIC RESEARCH , 2002 .
[31] Thomas Aronsson,et al. IDENTIFYING INTERDEPENDENT BEHAVIOR IN AN EMPIRICAL MODEL OF LABOR SUPPLY , 1999 .
[32] Kevin C. Almeroth,et al. Collecting and modeling the join/leave behavior of multicast group members in the MBone , 1996, Proceedings of 5th IEEE International Symposium on High Performance Distributed Computing.
[33] Rena Upitis,et al. Exploring Common Conceptions About Boys and Electronic Games , 1994 .
[34] M. Angela Sasse,et al. Measuring perceived quality of speech and video in multimedia conferencing applications , 1998, MULTIMEDIA '98.
[35] Azer Bestavros,et al. Self-similarity in World Wide Web traffic: evidence and possible causes , 1996, SIGMETRICS '96.
[36] Lars C. Wolf,et al. On the impact of delay on real-time multiplayer games , 2002, NOSSDAV '02.
[37] Hervé Moulin,et al. Traffic Based Cost Allocation in Network , 1996 .
[38] Espen Klovning,et al. Determining the causes of end-to-end delay in CSCW applications , 2000, Comput. Commun..
[39] H. Hotelling. Stability in Competition , 1929 .
[40] Marvin A. Sirbu,et al. Pricing Multicast Communication: A Cost-Based Approach , 2001, Telecommun. Syst..
[41] Nicolas Rivierre,et al. An open middleware for large-scale networked virtual environments , 2002, Proceedings IEEE Virtual Reality 2002.
[42] João Ricardo Faria,et al. Scientific, business and political networks in academia , 2002 .
[43] Bonnie E. John,et al. A GOMS analysis of a graphic machine-paced, highly interactive task , 1992, CHI.
[44] Thomas Aronsson,et al. Identifying Interdependent Behaviour in an Empirical Model of Labour Supply , 1999 .
[45] Jeffrey K. MacKie-Mason,et al. Some Economics of the Internet , 2007 .
[46] Andrew N. Marshall,et al. Gamebots: A 3D Virtual World Test-Bed For Multi-Agent Research , 2001 .
[47] E. Rowland. Theory of Games and Economic Behavior , 1946, Nature.
[48] N. Nie,et al. Internet and society: a preliminary report , 2001 .
[49] Frank H. P. Fitzek,et al. System architecture for billing of multi-player games in a wireless environment using GSM/UMTS and WLAN services , 2002, NetGames '02.
[50] Steve Benford,et al. MASSIVE: a collaborative virtual environment for teleconferencing , 1995, TCHI.
[51] Nicholas Economides,et al. Critical Mass and Network Evolution in Telecommuni-cations , 2013 .
[52] Fredrik Espinoza,et al. Using Quake III Arena to simulate sensors and actuators when evaluating and testing mobile services , 2001, CHI Extended Abstracts.
[53] Peter Hills,et al. Uses of the Internet and their relationships with individual differences in personality , 2003, Comput. Hum. Behav..
[54] Michael Minges. Counting the Net: Internet Access Indicators , 2000 .
[55] Jeffrey Jacobson,et al. Unreal tournament for immersive interactive theater , 2002, CACM.
[56] Elizabeth Bradley. Analysis of time series , 2003 .
[57] Jon Crowcroft,et al. Network Adaptive Continuous-Media Applications Through Self Organised Transcoding , 1998 .
[58] Grenville Armitage. Sensitivity of Quake 3 players to network latency , 2001 .
[59] Michael Zyda,et al. Networked virtual environments - desgin and implementation , 1999 .
[60] Sugih Jamin,et al. An Efficient Synchronization Mechanism for Mirrored Game Architectures , 2002, NetGames '02.
[61] N. Patel,et al. A value chain model for mobile data service providers , 2002 .
[62] Kjeld Schmidt,et al. Taking CSCW Seriously: Supporting Articulation Work * , 1992 .
[63] Lars C. Wolf,et al. On the suitability of dead reckoning schemes for games , 2002, NetGames '02.
[64] C. Shapiro,et al. Network Externalities, Competition, and Compatibility , 1985 .
[65] Jon Crowcroft,et al. TCP-like congestion control for layered multicast data transfer , 1998, Proceedings. IEEE INFOCOM '98, the Conference on Computer Communications. Seventeenth Annual Joint Conference of the IEEE Computer and Communications Societies. Gateway to the 21st Century (Cat. No.98.
[66] SCHMID-LAMBERG. [Or the like]. , 1952, Hippokrates.
[67] Emmanuel Frécon,et al. DIVE: a scaleable network architecture for distributed virtual environments , 1998, Distributed Syst. Eng..
[68] M. Ranta-aho,et al. Task-dependent user requirements for Quality of Service of Videoconferencing CSCW Services , 1997 .
[69] Walter Willinger,et al. Statistical analysis of CCSN/SS7 traffic data from working CCS subnetworks , 1994, IEEE J. Sel. Areas Commun..
[70] Claudia Medina,et al. Engaging girls with computers through software games , 2000, Commun. ACM.
[71] R. R. Roy,et al. Framework and requirements of Quality of Service for multimedia applications , 1997, Proceedings Intelligent Information Systems. IIS'97.
[72] John A. Price,et al. Social Science Research on Video Games , 1985 .
[73] Brian Neil Levine,et al. Cheat-proof playout for centralized and distributed online games , 2001, Proceedings IEEE INFOCOM 2001. Conference on Computer Communications. Twentieth Annual Joint Conference of the IEEE Computer and Communications Society (Cat. No.01CH37213).
[74] Lakshminarayanan Subramanian,et al. An investigation of geographic mapping techniques for internet hosts , 2001, SIGCOMM.
[75] Steve Benford,et al. Patterns of network and user activity in an inhabited television event , 1999, VRST '99.
[76] Robert Elliot. Going nowhere fast , 1982 .
[77] Danny Cohen,et al. Specifications for the Network Voice Protocol (NVP) , 1977, RFC.
[78] Craig A. Anderson,et al. Competitive Aggression without Interaction: Effects of Competitive Versus Cooperative Instructions on Aggressive Behavior in Video Games , 1995 .
[79] J. M. Pullen,et al. Networking technology and DIS , 1995, Proc. IEEE.
[80] Edward Castronova,et al. Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier , 2001, SSRN Electronic Journal.
[81] Johannes Färber,et al. Network game traffic modelling , 2002, NetGames '02.
[82] I. Scott MacKenzie,et al. Lag as a determinant of human performance in interactive systems , 1993, INTERCHI.
[83] Tony Manninen,et al. Virtual Team Interactions in Networked Multimedia Games Case: "Counter-Strike" - Multi-player 3D Action Game , 2001 .
[84] John E. Laird,et al. It knows what you're going to do: adding anticipation to a Quakebot , 2001, AGENTS '01.
[85] Abdelhakim Hafid,et al. Cooperative QoS management for multimedia applications , 1997, Proceedings of IEEE International Conference on Multimedia Computing and Systems.
[86] Eryk Dutkiewicz,et al. An analysis of multi-player network games traffic , 1999, 1999 IEEE Third Workshop on Multimedia Signal Processing (Cat. No.99TH8451).
[87] Jörg Widmer,et al. A generic proxy system for networked computer games , 2002, NetGames '02.
[88] Luigi Rizzo,et al. Dummynet: a simple approach to the evaluation of network protocols , 1997, CCRV.
[89] Tzi-cker Chiueh. Distributed systems support for networked games , 1997, Proceedings. The Sixth Workshop on Hot Topics in Operating Systems (Cat. No.97TB100133).
[90] Kyoung Shin Park,et al. Effects of network characteristics on human performance in a collaborative virtual environment , 1999, Proceedings IEEE Virtual Reality (Cat. No. 99CB36316).
[91] J. C. Dill,et al. VIDEO GAME VIOLENCE: A REVIEW OF THE EMPIRICAL LITERATURE , 1998 .
[92] S. Blomquist,et al. Interdependent behavior and the e ect of taxes , 1993 .
[93] Saleem N. Bhatti,et al. Protocol independent multicast pricing , 2000 .
[94] Christopher Edwards,et al. Principles of QoS in group communications , 1999, Telecommun. Syst..
[95] Paul Bettner,et al. 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond , 2004 .
[96] P. Young,et al. Time series analysis, forecasting and control , 1972, IEEE Transactions on Automatic Control.
[97] Scott Shenker,et al. Integrated Services in the Internet Architecture : an Overview Status of this Memo , 1994 .
[98] Steve Benford,et al. Coping with inconsistency due to network delays in collaborative virtual environments , 1999, VRST '99.
[99] David R. Cheriton,et al. Amaze: A Multiplayer Computer Game , 1985, IEEE Software.
[100] David R. Cheriton,et al. The V distributed system , 1988, CACM.
[101] H. Leibenstein. Bandwagon, Snob, and Veblen Effects in the Theory of Consumers' Demand , 1950 .
[102] K. Ravindran,et al. Cost analysis of multicast transport architectures in multiservice networks , 1998, TNET.
[103] Van Jacobson,et al. An Expedited Forwarding PHB , 1999, RFC.
[104] A. I. McLeod. DIAGNOSTIC CHECKING OF PERIODIC AUTOREGRESSION MODELS WITH APPLICATION , 1994 .
[105] Maliha S. Nash,et al. Handbook of Parametric and Nonparametric Statistical Procedures , 2001, Technometrics.
[106] Tristan Henderson,et al. Latency and User Behaviour on a Multiplayer Game Server , 2001, Networked Group Communication.
[107] Grantley Day,et al. Online Games: Crafting Persistent-State Worlds , 2001, Computer.
[108] Sugih Jamin,et al. Cheat-Proofing Dead Reckoned Multiplayer Games (Extended Abstract) , 2003 .
[109] Deborah Estrin,et al. Sharing the “cost” of multicast trees: an axiomatic analysis , 1995, SIGCOMM '95.
[110] Michael S. Borella,et al. Source models of network game traffic , 2000, Comput. Commun..
[111] Christophe Diot,et al. MiMaze, a 3D Multi-Player Game on the Internet , 1998 .
[112] C. Braun,et al. Arcade Video Games: Proxemic, Cognitive and Content Analyses , 1989 .
[113] Andrew J. Oswald,et al. Are People Willing to Pay to Reduce Others' Incomes? , 2001 .
[114] Will E. Leland,et al. High time-resolution measurement and analysis of LAN traffic: Implications for LAN interconnection , 1991, IEEE INFCOM '91. The conference on Computer Communications. Tenth Annual Joint Comference of the IEEE Computer and Communications Societies Proceedings.
[115] K. Claffy,et al. Trends in wide area IP traffic patterns - A view from Ames Internet Exchange , 2000 .
[116] Yahn W. Bernier,et al. Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization , 2003 .
[117] Frank Kelly,et al. Charging and rate control for elastic traffic , 1997, Eur. Trans. Telecommun..
[118] Martin Mauve,et al. How to Keep a Dead Man from Shooting , 2000, IDMS.
[119] D. Raphael,et al. I: The Theory of Moral Sentiments , 1976 .
[120] Dmitri Williams,et al. Structure and Competition in the U.S. Home Video Game Industry , 2002 .
[121] G. Hardin,et al. The Tragedy of the Commons , 1968, Green Planet Blues.
[122] Jörg Widmer,et al. Probabilistic congestion control for non-adaptable flows , 2002, NOSSDAV '02.
[123] R. Lewontin. ‘The Selfish Gene’ , 1977, Nature.
[124] E. A. Alluisi,et al. The Development of Technology for Collective Training: SIMNET, a Case History , 1991 .
[125] Mark D. Griffiths,et al. Does Internet and Computer "Addiction" Exist? Some Case Study Evidence , 2000, Cyberpsychology Behav. Soc. Netw..
[126] Mathias Fuchs,et al. From "First Person Shooter" to Multi-User Knowledge Spaces , 2001 .
[127] David L. Black,et al. An Architecture for Differentiated Service , 1998 .
[128] Rich Gossweiler,et al. An Introductory Tutorial for Developing Multiuser Virtual Environments , 1994, Presence: Teleoperators & Virtual Environments.
[129] Russell B. Williams,et al. Aggression, competition and computer games: computer and human opponents , 2002, Comput. Hum. Behav..
[130] J. Milnor. A nobel prize for John Nash , 1995 .
[131] Donghoon Lee,et al. A load balancing algorithm for a distributed multimedia game server architecture , 1999, Proceedings IEEE International Conference on Multimedia Computing and Systems.
[132] James B. Hittner,et al. Relationships among Internet use, personality, and social support , 2002, Comput. Hum. Behav..
[133] Anja Feldmann,et al. The changing nature of network traffic: scaling phenomena , 1998, CCRV.
[134] Walter Willinger,et al. Self-similarity and heavy tails: structural modeling of network traffic , 1998 .
[135] Paolo Scotton,et al. Network infrastructure for massively distributed games , 2002, NetGames '02.
[136] Paul Hurley,et al. Link Weighting: An Important Basis for Charging in the Internet , 1998 .
[137] J. Morahan-Martin,et al. Incidence and correlates of pathological Internet use among college students ? ? Portions of this pa , 2000 .
[138] Carsten Griwodz,et al. State replication for multiplayer games , 2002, NetGames '02.
[139] H. Rachlin. Altruism and selfishness , 2002, Behavioral and Brain Sciences.
[140] Tony Manninen,et al. Interaction in networked virtual environments as communicative action: social theory and multi-player games , 2000, Proceedings Sixth International Workshop on Groupware. CRIWG 2000.