As part of a broader organisational restructure, data networking research at Swinburne University of Technology has moved from the Centre for Advanced Internet Architecture (CAIA) to the Internet For Things (I4T) Research Lab.

Although CAIA no longer exists, this website reflects CAIA's activities and outputs between March 2002 and February 2017, and is being maintained as a service to the broader data networking research community.

GENIUS - Related Papers and Talks

By the wider community

Game Traffic Measurement and Modeling

  • J. Faerber, “Traffic Modelling for Fast Action Network Games”, ACM Multimedia Tools and Applications, Volume 23, Issue 1, Pages: 31 – 46, May 2004
  • F. Chang, Wu-chang Feng, “Modeling player session times of on-line games”, Proceedings of the 2nd workshop on Network and system support for, California, USA, 2003  
  • W. Feng, F. Chang, W. Feng, J. Walpole, "Provisioning On-line Games: A Traffic Analysis of a Busy Counter-Strike Server", SIGCOMM Internet Measurement Workshop, November 2002
  • J. Faerber, “Network game traffic modelling”, Proceedings of the 1st ACM workshop on Network and System Support for games, April 2002
  •  J. Lakkakorpi, A. Heiner and J. Ruutu, "Measurement and Characterization of Internet Gaming Traffic," Research Seminar on Networking, Helsinki University of Technology, Networking Laboratory, Espoo, Finland, February 2002
  • T. Henderson and S. Bhatti, "Modelling user behaviour in networked games", Proceedings of the 9th ACM Multimedia Conference, Ottawa, Canada, p212-220, October 2001
  • Ricky A. Bangun, E. Dutkiewicz, “Modeling Multi-Player Games Traffic”, The International Conference on Information Technology: Coding and Computing (ITCC'00), Nevada, USA, March 2000
  • M.S. Borella, "Source models of network game traffic", Proceedings of networld+interop '99, Las Vegas, NV, May 1999

User Perception and Sensitivity

  • T. Beigbeder, R. Coughlan, C. Lusher, J. Plunkett, E. Agu, M. Claypool, “The Effects of Loss and Latency on User Performance in Unreal Tournament 2003”, SIGCOMM Netgames Workshop, Portland, USA,September 2004
  • P. Quax, P. Monsieurs, W. Lamotte, D. De Vleeschauwer, N. Degrande, “Objective and Subjective Evaluation of the Influence of Small Amounts of Delay and Jitter on a Recent First Person Shooter Game", SIGCOMM Netgames Workshop, Portland, USA, September 2004
  • T. Henderson, S. Bhati. "Networked games — a QoS-sensitive application for QoS-insensitive users?". SIGCOMM RIPQoS Workshop 2003, Karlsruhe, Germany, August 2003.
  • N. Sheldon, E. Girard, S. Borg, M. Claypool, E. Agu. “The Effect of Latency on User Performance in Warcraft III”, Technical Report WPICS-TR-03-07, Computer Science Department, Worcester Polytechnic Institute, March 2003, ftp://ftp.cs.wpi.edu/pub/techreports/pdf/03-07.pdf
  • T. Henderson, “Latency and user behaviour on a multiplayer game server”, Proceedings of the 3rd International Workshop on Networked Group Communications (NGC), London, UK, November 2001
  • M. Oliveira, T. Henderson, "What do online gamers really think of the Internet?", Netgames 2003, Redwood City, CA, May 2003.
  • C. Schaefer, T. Enderes, H. Ritter, M. Zitterbart, "Subjective Quality Assessment for Multiplayer Real-Time Games", Proceedings of the first ACM workshop on Network and system support for games (NetGames2002), April 2002.

Cheating and Security

Network Game Architectures

  • E. Cronin, B. Filstrup, A. R. Kurc, S. Jamin, "An Efficient Synchronization Mechanism for Mirrored Game Architectures", Proceedings of NetGames2002 Workshop, Germany, April 2002
  • J. Smed, T. Kaukoranta, H. Hakonen, "Aspects of Networking in Multiplayer Computer Games", in Proceedings of International Conference on Application and Development of Computer Games in the 21st Century, pp. 74-81, Hong Kong SAR, China, November 2001 
Last Updated: Wednesday 2-Apr-2008 18:30:37 AEDT | Maintained by: Grenville Armitage (garmitage@swin.edu.au) | Authorised by: Grenville Armitage (garmitage@swin.edu.au)