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TABLE I COMMON CHEATING FORMS IN ONLINE GAMES

in from Pong to Online Poker
by Jeff Yan, Brian R, Newcastle Tyne 2005

TABLE II ONLINE GAME CHEATING TAXONOMY: BY CAUSE

in from Pong to Online Poker
by Jeff Yan, Brian R, Newcastle Tyne 2005

TABLE III ONLINE GAME CHEATING TAXONOMY: BY CONSEQUENCE

in from Pong to Online Poker
by Jeff Yan, Brian R, Newcastle Tyne 2005

Table 1: UDP ports used by Online Games

in Contents Trends in Wide Area IP Traffic Patterns A View from Ames Internet Exchange
by unknown authors

TABLE IV ONLINE GAME CHEATING TAXONOMY: BY CHEATING PRINCIPAL

in from Pong to Online Poker
by Jeff Yan, Brian R, Newcastle Tyne 2005

TABLE I OUR MEASURES Measure Evaluation Questionnaire Positive amp; Negative Affect [35], [36] Self Pre + Post

in Task Structure and User Attributes as Elements of Human-Robot Interaction Design
by Bilge Mutlu, Steven Osman, Jodi Forlizzi, Jessica Hodgins, Sara Kiesler

Table 1 Attributes of 3 Gaming Paradigms

in The Demographics, Motivations and Derived Experiences of Users of Massively-Multiuser Online Graphical Environments. PRESENCE: Teleoperators and Virtual Environments
by Nick Yee, Nick Yee 2006
"... In PAGE 5: ...5 systems. MMORPGs are a new paradigm in computer gaming (see Table1 ). By definition, MMORPG users are part of a persistent world of up to 2000 other concurrent users (Sony Online, 2003).... ..."
Cited by 9

Table 4 provides a summary of the effects of latency on player performance for the three classes of games. The Thresholds provided in the table serve as a yardstick with which to analyze the current ability of game server pools to support a range of online games.

in Network Characteristics for Server Selection in Online Games
by Mark Claypool
"... In PAGE 9: ... Table4 . Summary of the Effects of Latency and Online Games 4.... In PAGE 11: ...Table4 , the data in Figure 13 can be used to deter- mine the ability of current game servers to support different types of games for simultaneous players. To help visualize, vertical lines can be drawn at the tolerance thresholds for different classes of games: 100 milliseconds for first-person avatar, 500 milliseconds for third-person avatar, and 1000 milliseconds for omnipresent.... ..."

Table 1. Attributes of Three Gaming Paradigms

in Graphical Environments
by Nick Yee, Of Massively Multi-user Online
"... In PAGE 2: ...1 What are MMORPGs? Both lines of above research have mostly relied on single-player games, but as the ubiquity of high-speed internet connections and powerful computer processors have increased with a steady decrease in cost, the para- digm of computer gaming has changed dramatically, and MMORPGs are the vanguard of a new generation of computer games that takes advantage of the accessi- bility of the internet and the graphical processing capa- bility of standard computer systems. MMORPGs are a new paradigm in computer gaming (see Table1 ). By definition, MMORPG users are part of a persistent world of up to 2000 other concurrent users (Sony Online, 2003).... ..."

Table 1. Application characteristics Online Games [7, 9] RSS Feeds [11] Stock Quotes [22] Security Alerts [6] Location Based Services [5]

in Revisiting Content-Based Publish/Subscribe
by Costin Raiciu, David S. Rosenblum, Mark Handley
"... In PAGE 2: ...2 Application Heterogeneity We selected and analyzed a few applications that ei- ther have been proposed as suitable for CBPS by other re- searchers or seem natural for this interaction model. The results are summarized in Table1 . The first observation is that applications suitable for CBPS-style interaction exhibit significant diversity.... ..."
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