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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
- K. Jenkins, "Designing Secure, Flexible, and High
Performance Game Network Architectures",
http://www.gamasutra.com/features/20041206/jenkins_01.shtml,
December 2004
- J. Yan, "Security Design in Online Games",
19th Annual Computer Security Applications Conference (ACSAC) 2003, Las
Vegas, USA, December 2003
- M. Slagle, "Cheaters spoil fun of online games",
Chigaco Tribune,
http://www.chicagotribune.com/technology/chi-0212160125dec16,0,6380829.story,
December 2002
- D. Becker, "Cheaters take profits out of online gaming",
ZDNet,
http://news.zdnet.com/2100-3513_22-933853.html, June 2002>
- J. Yan et al, "Security Issues in Online Games",
The Electronic Library, Vol. 20, No.2, 2002. A previous version appears
in Proc. of International Conference on Application and Development of
Computer Games in the 21st Century, Hong Kong, November 2001
- M. Pritchard, "How to Hurt the Hackers: The Scoop on the
Internet Cheating and How You Can Combat It",
http://www.gamasutra.com/features/20000724/pritchard_01.htm, July
2000
- A. Kirmse and C.
Kirmse, "Security in Online Games",
Game
Developer, Vol. 4, no. 4, July 1997
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
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