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Workload Characterization in Multiplayer Online Games ⋆

by P. Morillo, J. M. Orduña, M. Fernández
"... Abstract. In recent years, distributed virtual environments (DVEs) have become a major trend in distributed applications, mainly due to the enormous popularity of multiplayer online games in the entertainment industry. Although the workload generated by avatars in a DVE system has already been chara ..."
Abstract - Cited by 1 (0 self) - Add to MetaCart
Abstract. In recent years, distributed virtual environments (DVEs) have become a major trend in distributed applications, mainly due to the enormous popularity of multiplayer online games in the entertainment industry. Although the workload generated by avatars in a DVE system has already been

Learning in massively multiplayer online games

by Constance A. Steinkuehler - In , 2004
"... Abstract: Given their increasing domination of the entertainment industry and wide spread popularity among a wide range of populations, massively multiplayer online videogames (MMOGs) are quickly becoming the form of entertainment and a major mechanism of socialization. Researchers have taken notice ..."
Abstract - Cited by 72 (8 self) - Add to MetaCart
Multiplayer Online Games? Imagine an entire 3D world online, complete with forests, cities, and seas. Now imagine it populated with

The Sirens ’ Song of Multiplayer Online Games

by Nicholas A. Holt, Douglas A. Kleiber
"... Multiplayer online games are engineered to be highly engaging. Their success is reflected in the nearly 20 million participants, including roughly 5 million adolescents and children, who often play as much as 20 hours per week. A central question for this paper is whether players are deeply engaged ..."
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Multiplayer online games are engineered to be highly engaging. Their success is reflected in the nearly 20 million participants, including roughly 5 million adolescents and children, who often play as much as 20 hours per week. A central question for this paper is whether players are deeply engaged

CAPTCHA challenges for massively multiplayer online games: Minigame CAPTCHAs

by Yang-wai Chow, Willy Susilo, Hua-yu Zhou, Game Captchas - In Cyberworlds (CW), 2010 International Conference on , 2010
"... CAPTCHA challenges for massively multiplayer online games: Mini- ..."
Abstract - Cited by 2 (0 self) - Add to MetaCart
CAPTCHA challenges for massively multiplayer online games: Mini-

Persistence in massively multiplayer online games

by Kaiwen Zhang, Bettina Kemme, Alexandre Denault - In NetGames ’08, pages 1 – 10 , 2008
"... The most important asset of a Massively Multiplayer Online Game is its world state, as it represents the combined efforts and progress of all its participants. Thus, it is extremely important that this state is not lost in case of server failures. Survival of the world state is typically achieved by ..."
Abstract - Cited by 8 (2 self) - Add to MetaCart
The most important asset of a Massively Multiplayer Online Game is its world state, as it represents the combined efforts and progress of all its participants. Thus, it is extremely important that this state is not lost in case of server failures. Survival of the world state is typically achieved

The architecture of massive multiplayer online games

by Sladjan Bogojevic, Mohsen Kazemzadeh, C Sladjan Bogojevic, Mohsen Kazemzadeh, Sladjan Bogojevic, Mohsen Kazemzadeh , 2003
"... The purpose of this master thesis has been to investigate the architecture of massive multiplayer online games, MMOGs. As broadband is spreading around the world as well as powerful PCs are available, more computer graphics can be applied in MMOGs. The users of today want to see more graphics, i.e. ..."
Abstract - Cited by 5 (0 self) - Add to MetaCart
The purpose of this master thesis has been to investigate the architecture of massive multiplayer online games, MMOGs. As broadband is spreading around the world as well as powerful PCs are available, more computer graphics can be applied in MMOGs. The users of today want to see more graphics, i

Predicting protein structures with a multiplayer online game

by Seth Cooper, Firas Khatib, Adrien Treuille, Janos Barbero, Jeehyung Lee, Andrew Leaver-fay, David Baker, Zoran Popović, Foldit Players, et al. , 2010
"... People exert significant amounts of problem solving effort playing computer games. Simple image- and text-recognition tasks have been successfully crowd-sourced through gamesi, ii, iii, but it is not clear if more complex scientific problems can be similarly solved with human-directed computing. Pro ..."
Abstract - Cited by 132 (10 self) - Add to MetaCart
. Protein structure prediction is one such problem: locating the biologically relevant native conformation of a protein is a formidable computational challenge given the very large size of the search space. Here we describe Foldit, a multiplayer online game that engages non-scientists in solving hard

Identification of Player Types in Massively Multiplayer Online Games

by Ruck Thawonmas, Ji-young Ho, Yoshitaka Matsumoto - In Proceedings the 34th Annual Conference of the International Simulation and Gaming Association (ISAGA). ISAGA , 2003
"... In this paper, we discuss an approach for identification of player types in massively multiplayer online games (MMOGs). MMOGs provide fast growing online communities (Jarett et al. 2003). Managing a large-scale community im-plies many challenges, such as identification of player types, social struct ..."
Abstract - Cited by 3 (1 self) - Add to MetaCart
In this paper, we discuss an approach for identification of player types in massively multiplayer online games (MMOGs). MMOGs provide fast growing online communities (Jarett et al. 2003). Managing a large-scale community im-plies many challenges, such as identification of player types, social

ROBOTIC APPLICATION FOR MULTIPLAYER ONLINE GAME

by Micael S. Couceiro, Carlos M. Figueiredo, J. Miguel Luz, C. Lebres, J. Carvalho, N. M. Fonseca Ferreira
"... Abstract: This work presents a development of robotics team of hockey. This team is controlled in real time through the Internet. We will approach different kind of problems like the delay of robot response as well as the synchronization of all the information to be sent. This paper describes the ph ..."
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Abstract: This work presents a development of robotics team of hockey. This team is controlled in real time through the Internet. We will approach different kind of problems like the delay of robot response as well as the synchronization of all the information to be sent. This paper describes the physical structure and electronic system of the robots as well as the implemented algorithm.

Architecting Scalability for Massively Multiplayer Online Gaming Experiences

by Rui Gil, José Pedro Tavares, Licinio Roque
"... In this study, the authors propose to discuss scalability challenges posed by Massively Multiplayer Online Game (MMOG) scenarios, while outlining issues specific to the context of online interactive experiences and game genres. These scalability issues concern: game simulation, content distribution, ..."
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In this study, the authors propose to discuss scalability challenges posed by Massively Multiplayer Online Game (MMOG) scenarios, while outlining issues specific to the context of online interactive experiences and game genres. These scalability issues concern: game simulation, content distribution
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