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
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
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
Proceedings of the 9th ACM Multimedia Conference, Ottawa, Canada,
p212-220, October 2001
- Ricky A. Bangun, E.
Dutkiewicz, “Modeling Multi-Player
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.
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
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,
- 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",
- 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",
- D. Becker, "Cheaters take profits out of online gaming",
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",
- A. Kirmse and C.
Kirmse, "Security in Online Games",
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,
of Networking in Multiplayer
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