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On Maintaining Interactivity in Event Delivery Synchronization for Mirrored Game Architecture (2004)  (Make Corrections)  (8 citations)
Claudio E. Palazzi, Stefano Ferretti, Stefano Cacciaguerra, Marco Roccetti



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Abstract: Online amusement applications, as distributed multiplayer videogames and interactive storytelling, are gaining increasing attention both from entertainment industry and from scientific community. Providing a pleasant experience to players requires a rapid delivery of game actions among the various nodes in the network. A high playability degree should be guaranteed independently of user's location, utilized device (PC, PDA, cellphone), type of connection (wired, wireless), and number of... (Update)

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Synchronization in Massive Multiplayer - Online Games Stefano   (Correct)
Interactivity-Loss Avoidance in Event Delivery Synchronization - For Mirrored Game (2005)   (Correct)
Buscar el Levante por el Poniente: - In Search Of   (Correct)

Active bibliography (related documents):   More   All
7.3:   On Maintaining Interactivity in Event Delivery - Synchronization For Mirrored   (Correct)
1.5:   A RIO-like Technique for Interactivity Loss.. - Palazzi.. (2004)   (Correct)
1.5:   A RIO-like Technique for Interactivity Loss - Avoidance In Fast-Paced   (Correct)

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0.3:   An Efficient Synchronization Mechanism for Mirrored.. - Cronin, Kurc.. (2003)   (Correct)
0.3:   Event Synchronization for Interactive Cyberdrama Generation .. - Ferretti, Roccetti (2004)   (Correct)
0.2:   In-Home Online Entertainment: Analyzing the Impact of.. - Palazzi, Pau.. (2005)   (Correct)

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6:   An Efficient Synchronization Mechanism for Mirrored Game Architectures - Cronin, Filstrup et al.
5:   Network Game Traffic Modelling (context) - Farber
5:   Random early detection gateways for congestion avoidance - Floyd, Jacobson - 1993

BibTeX entry:   (Update)

C. E. Palazzi, S. Cacciaguerra, S. Ferretti, and M. Roccetti, "On maintaining interactivity in event delivery synchronization for mirrored game architectures," in 1st IEEE International Workshop on Networking Issues in Multimedia Entertainment (NIME'04), GLOBECOM 2004. http://citeseer.ist.psu.edu/palazzi04maintaining.html   More

@misc{ palazzi-interactivity-mmog,
  author = "Claudio E. Palazzi, Stefano Ferretti, Stefano Cacciaguerra, Marco Roccetti",
  title = "On Maintaining Interactivity in Event Delivery Synchronization for Mirrored Game Architecture",
  url = "citeseer.ist.psu.edu/palazzi04maintaining.html" }
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The graph only includes citing articles where the year of publication is known.


Documents on the same site (http://www.cs.ucla.edu/~cpalazzi/conference.htm):   More
In-Home Online Entertainment: Analyzing the Impact of.. - Palazzi, Pau.. (2005)   (Correct)
Buddy-Finder: a Proposal for a Novel Entertainment Application.. - Palazzi (2004)   (Correct)
A RIO-like Technique for Interactivity Loss.. - Palazzi.. (2004)   (Correct)

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