top

  Info

  • Utilizzare la checkbox di selezione a fianco di ciascun documento per attivare le funzionalità di stampa, invio email, download nei formati disponibili del (i) record.

  Info

  • Utilizzare questo link per rimuovere la selezione effettuata.
MMSys'12 : proceedings of the 3rd Multimedia Systems Conference : February 22-24, 2012, Chapel Hill, NC, USA
MMSys'12 : proceedings of the 3rd Multimedia Systems Conference : February 22-24, 2012, Chapel Hill, NC, USA
Pubbl/distr/stampa [Place of publication not identified], : ACM, 2012
Descrizione fisica 1 online resource (247 pages)
Collana ACM Conferences
Soggetto topico Engineering & Applied Sciences
Computer Science
ISBN 1-4503-1131-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Altri titoli varianti Multimedia Systems Conference'12 : proceedings of the 3rd Multimedia Systems Conference : February 22-24, 2012, Chapel Hill, NC, USA
Proceedings of the 3rd Multimedia Systems Conference
MMSys '12 Multimedia Systems Conference 2012, Chapel Hill, NC, USA - February 22 - 24, 2012
Record Nr. UNINA-9910376138903321
[Place of publication not identified], : ACM, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Networking and online games [[electronic resource] ] : understanding and engineering multiplayer Internet games / / Grenville Armitage, Mark Claypool, Philip Branch
Networking and online games [[electronic resource] ] : understanding and engineering multiplayer Internet games / / Grenville Armitage, Mark Claypool, Philip Branch
Autore Armitage Grenville
Pubbl/distr/stampa Chichester, England ; ; Hoboken, NJ, : John Wiley & Sons, c2006
Descrizione fisica 1 online resource (234 p.)
Disciplina 794.814678
Altri autori (Persone) ClaypoolMark
BranchPhilip
Soggetto topico Computer games - Programming
TCP/IP (Computer network protocol)
Internet games
Soggetto genere / forma Electronic books.
ISBN 1-280-60608-8
9786610606085
0-470-03047-X
0-470-03046-1
Classificazione 54.81
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Networking and Online Games; Contents; Author Biographies; Acknowledgements; 1 Introduction; 2 Early Online and Multiplayer Games; 2.1 Defining Networked and Multiplayer Games; 2.2 Early Multiplayer Games; 2.2.1 PLATO; 2.2.2 MultiUser Dungeons; 2.2.3 Arcade Games; 2.2.4 Hosted Online Games; 2.3 Multiplayer Network Games; 2.3.1 DOOM - Networked First-Person Shooters Arrive; References; 3 Recent Online and Multiplayer Games; 3.1 Communication Architectures; 3.2 The Evolution of Online Games; 3.2.1 FPS Games; 3.2.2 Massively Multiplayer Games; 3.2.3 RTS Games; 3.2.4 Sports Games
3.3 Summary of Growth of Online Games3.4 The Evolution of Online Game Platforms; 3.4.1 PCs; 3.4.2 Game Consoles; 3.4.3 Handheld Game Consoles; 3.4.4 Summary; 3.5 Context of Computer Games; 3.5.1 Physical Reality; 3.5.2 Telepresence; 3.5.3 Augmented Reality; 3.5.4 Distributed Virtual Environments; References; 4 Basic Internet Architecture; 4.1 IP Networks as seen from the Edge; 4.1.1 Endpoints and Addressing; 4.1.2 Layered Transport Services; 4.1.3 Unicast, Broadcast and Multicast; 4.2 Connectivity and Routing; 4.2.1 Hierarchy and Aggregation; 4.2.2 Routing Protocols
4.2.3 Per-hop Packet Transport4.3 Address Management; 4.3.1 Address Delegation and Assignment; 4.3.2 Network Address Translation; 4.3.3 Dynamic Host Configuration Protocol; 4.3.4 Domain Name System; References; 5 Network Latency, Jitter and Loss; 5.1 The Relevance of Latency, Jitter and Loss; 5.2 Sources of Latency, Jitter and Loss in the Network; 5.2.1 Propagation Delay and the Laws of Physics; 5.2.2 Serialisation; 5.2.3 Queuing Delays; 5.2.4 Sources of Jitter in the Network; 5.2.5 Sources of Packet Loss in the Network; 5.3 Network Control of Lag, Jitter and Loss
5.3.1 Preferential IP Layer Queuing and Scheduling5.3.2 Link Layer Support for Packet Prioritisation; 5.3.3 Where to Place and Trust Traffic Classification; 5.4 Measuring Network Conditions; References; 6 Latency Compensation Techniques; 6.1 The Need for Latency Compensation; 6.2 Prediction; 6.2.1 Player Prediction; 6.2.2 Opponent Prediction; 6.2.3 Prediction Summary; 6.3 Time Manipulation; 6.3.1 Time Delay; 6.3.2 Time Warp; 6.3.3 Data compression; 6.4 Visual Tricks; 6.5 Latency Compensation and Cheating; References; 7 Playability versus Network Conditions and Cheats
7.1 Measuring Player Tolerance for Network Disruptions7.1.1 Empirical Research; 7.1.2 Sources of Error and Uncertainty; 7.1.3 Considerations for Creating Artificial Network Conditions; 7.2 Communication Models, Cheats and Cheat-Mitigation; 7.2.1 Classifying and Naming Methods of Cheating; 7.2.2 Server-side Cheats; 7.2.3 Client-side Cheats; 7.2.4 Network-layer Cheats; 7.2.5 Cheat-mitigation; References; 8 Broadband Access Networks; 8.1 What Broadband Access Networks are and why they Matter; 8.1.1 The Role of Broadband Access Networks; 8.1.2 Characteristics of Broadband Access Networks
8.2 Access Network Protocols and Standards
Record Nr. UNINA-9910143734203321
Armitage Grenville  
Chichester, England ; ; Hoboken, NJ, : John Wiley & Sons, c2006
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Networking and online games [[electronic resource] ] : understanding and engineering multiplayer Internet games / / Grenville Armitage, Mark Claypool, Philip Branch
Networking and online games [[electronic resource] ] : understanding and engineering multiplayer Internet games / / Grenville Armitage, Mark Claypool, Philip Branch
Autore Armitage Grenville
Pubbl/distr/stampa Chichester, England ; ; Hoboken, NJ, : John Wiley & Sons, c2006
Descrizione fisica 1 online resource (234 p.)
Disciplina 794.814678
Altri autori (Persone) ClaypoolMark
BranchPhilip
Soggetto topico Computer games - Programming
TCP/IP (Computer network protocol)
Internet games
ISBN 1-280-60608-8
9786610606085
0-470-03047-X
0-470-03046-1
Classificazione 54.81
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Networking and Online Games; Contents; Author Biographies; Acknowledgements; 1 Introduction; 2 Early Online and Multiplayer Games; 2.1 Defining Networked and Multiplayer Games; 2.2 Early Multiplayer Games; 2.2.1 PLATO; 2.2.2 MultiUser Dungeons; 2.2.3 Arcade Games; 2.2.4 Hosted Online Games; 2.3 Multiplayer Network Games; 2.3.1 DOOM - Networked First-Person Shooters Arrive; References; 3 Recent Online and Multiplayer Games; 3.1 Communication Architectures; 3.2 The Evolution of Online Games; 3.2.1 FPS Games; 3.2.2 Massively Multiplayer Games; 3.2.3 RTS Games; 3.2.4 Sports Games
3.3 Summary of Growth of Online Games3.4 The Evolution of Online Game Platforms; 3.4.1 PCs; 3.4.2 Game Consoles; 3.4.3 Handheld Game Consoles; 3.4.4 Summary; 3.5 Context of Computer Games; 3.5.1 Physical Reality; 3.5.2 Telepresence; 3.5.3 Augmented Reality; 3.5.4 Distributed Virtual Environments; References; 4 Basic Internet Architecture; 4.1 IP Networks as seen from the Edge; 4.1.1 Endpoints and Addressing; 4.1.2 Layered Transport Services; 4.1.3 Unicast, Broadcast and Multicast; 4.2 Connectivity and Routing; 4.2.1 Hierarchy and Aggregation; 4.2.2 Routing Protocols
4.2.3 Per-hop Packet Transport4.3 Address Management; 4.3.1 Address Delegation and Assignment; 4.3.2 Network Address Translation; 4.3.3 Dynamic Host Configuration Protocol; 4.3.4 Domain Name System; References; 5 Network Latency, Jitter and Loss; 5.1 The Relevance of Latency, Jitter and Loss; 5.2 Sources of Latency, Jitter and Loss in the Network; 5.2.1 Propagation Delay and the Laws of Physics; 5.2.2 Serialisation; 5.2.3 Queuing Delays; 5.2.4 Sources of Jitter in the Network; 5.2.5 Sources of Packet Loss in the Network; 5.3 Network Control of Lag, Jitter and Loss
5.3.1 Preferential IP Layer Queuing and Scheduling5.3.2 Link Layer Support for Packet Prioritisation; 5.3.3 Where to Place and Trust Traffic Classification; 5.4 Measuring Network Conditions; References; 6 Latency Compensation Techniques; 6.1 The Need for Latency Compensation; 6.2 Prediction; 6.2.1 Player Prediction; 6.2.2 Opponent Prediction; 6.2.3 Prediction Summary; 6.3 Time Manipulation; 6.3.1 Time Delay; 6.3.2 Time Warp; 6.3.3 Data compression; 6.4 Visual Tricks; 6.5 Latency Compensation and Cheating; References; 7 Playability versus Network Conditions and Cheats
7.1 Measuring Player Tolerance for Network Disruptions7.1.1 Empirical Research; 7.1.2 Sources of Error and Uncertainty; 7.1.3 Considerations for Creating Artificial Network Conditions; 7.2 Communication Models, Cheats and Cheat-Mitigation; 7.2.1 Classifying and Naming Methods of Cheating; 7.2.2 Server-side Cheats; 7.2.3 Client-side Cheats; 7.2.4 Network-layer Cheats; 7.2.5 Cheat-mitigation; References; 8 Broadband Access Networks; 8.1 What Broadband Access Networks are and why they Matter; 8.1.1 The Role of Broadband Access Networks; 8.1.2 Characteristics of Broadband Access Networks
8.2 Access Network Protocols and Standards
Record Nr. UNINA-9910830137303321
Armitage Grenville  
Chichester, England ; ; Hoboken, NJ, : John Wiley & Sons, c2006
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Networking and online games : understanding and engineering multiplayer Internet games / / Grenville Armitage, Mark Claypool, Philip Branch
Networking and online games : understanding and engineering multiplayer Internet games / / Grenville Armitage, Mark Claypool, Philip Branch
Autore Armitage Grenville
Pubbl/distr/stampa Chichester, England ; ; Hoboken, NJ, : John Wiley & Sons, c2006
Descrizione fisica 1 online resource (234 p.)
Disciplina 794.8/1526
Altri autori (Persone) ClaypoolMark
BranchPhilip
Soggetto topico Video games - Programming
TCP/IP (Computer network protocol)
Video games
ISBN 9786610606085
9781280606083
1280606088
9780470030479
047003047X
9780470030462
0470030461
Classificazione 54.81
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Networking and Online Games; Contents; Author Biographies; Acknowledgements; 1 Introduction; 2 Early Online and Multiplayer Games; 2.1 Defining Networked and Multiplayer Games; 2.2 Early Multiplayer Games; 2.2.1 PLATO; 2.2.2 MultiUser Dungeons; 2.2.3 Arcade Games; 2.2.4 Hosted Online Games; 2.3 Multiplayer Network Games; 2.3.1 DOOM - Networked First-Person Shooters Arrive; References; 3 Recent Online and Multiplayer Games; 3.1 Communication Architectures; 3.2 The Evolution of Online Games; 3.2.1 FPS Games; 3.2.2 Massively Multiplayer Games; 3.2.3 RTS Games; 3.2.4 Sports Games
3.3 Summary of Growth of Online Games3.4 The Evolution of Online Game Platforms; 3.4.1 PCs; 3.4.2 Game Consoles; 3.4.3 Handheld Game Consoles; 3.4.4 Summary; 3.5 Context of Computer Games; 3.5.1 Physical Reality; 3.5.2 Telepresence; 3.5.3 Augmented Reality; 3.5.4 Distributed Virtual Environments; References; 4 Basic Internet Architecture; 4.1 IP Networks as seen from the Edge; 4.1.1 Endpoints and Addressing; 4.1.2 Layered Transport Services; 4.1.3 Unicast, Broadcast and Multicast; 4.2 Connectivity and Routing; 4.2.1 Hierarchy and Aggregation; 4.2.2 Routing Protocols
4.2.3 Per-hop Packet Transport4.3 Address Management; 4.3.1 Address Delegation and Assignment; 4.3.2 Network Address Translation; 4.3.3 Dynamic Host Configuration Protocol; 4.3.4 Domain Name System; References; 5 Network Latency, Jitter and Loss; 5.1 The Relevance of Latency, Jitter and Loss; 5.2 Sources of Latency, Jitter and Loss in the Network; 5.2.1 Propagation Delay and the Laws of Physics; 5.2.2 Serialisation; 5.2.3 Queuing Delays; 5.2.4 Sources of Jitter in the Network; 5.2.5 Sources of Packet Loss in the Network; 5.3 Network Control of Lag, Jitter and Loss
5.3.1 Preferential IP Layer Queuing and Scheduling5.3.2 Link Layer Support for Packet Prioritisation; 5.3.3 Where to Place and Trust Traffic Classification; 5.4 Measuring Network Conditions; References; 6 Latency Compensation Techniques; 6.1 The Need for Latency Compensation; 6.2 Prediction; 6.2.1 Player Prediction; 6.2.2 Opponent Prediction; 6.2.3 Prediction Summary; 6.3 Time Manipulation; 6.3.1 Time Delay; 6.3.2 Time Warp; 6.3.3 Data compression; 6.4 Visual Tricks; 6.5 Latency Compensation and Cheating; References; 7 Playability versus Network Conditions and Cheats
7.1 Measuring Player Tolerance for Network Disruptions7.1.1 Empirical Research; 7.1.2 Sources of Error and Uncertainty; 7.1.3 Considerations for Creating Artificial Network Conditions; 7.2 Communication Models, Cheats and Cheat-Mitigation; 7.2.1 Classifying and Naming Methods of Cheating; 7.2.2 Server-side Cheats; 7.2.3 Client-side Cheats; 7.2.4 Network-layer Cheats; 7.2.5 Cheat-mitigation; References; 8 Broadband Access Networks; 8.1 What Broadband Access Networks are and why they Matter; 8.1.1 The Role of Broadband Access Networks; 8.1.2 Characteristics of Broadband Access Networks
8.2 Access Network Protocols and Standards
Altri titoli varianti Understanding and engineering multiplayer Internet games
Record Nr. UNINA-9911019298503321
Armitage Grenville  
Chichester, England ; ; Hoboken, NJ, : John Wiley & Sons, c2006
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Passive and active network measurement : 9th international conference, PAM 2008, Cleveland, OH, USA, April 29-30, 2008 ; proceedings / / edited by Mark Claypool, Steve Uhlig
Passive and active network measurement : 9th international conference, PAM 2008, Cleveland, OH, USA, April 29-30, 2008 ; proceedings / / edited by Mark Claypool, Steve Uhlig
Edizione [1st ed. 2008.]
Pubbl/distr/stampa Berlin, Germany ; ; New York, New York : , : Springer-Verlag, , [2008]
Descrizione fisica 1 online resource (XI, 236 p.)
Disciplina 004.6
Collana Computer Communication Networks and Telecommunications
Soggetto topico Computer networks
Information networks
ISBN 3-540-79232-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Addressing and Topology -- The Flattening Internet Topology: Natural Evolution, Unsightly Barnacles or Contrived Collapse? -- Assessing the Geographic Resolution of Exhaustive Tabulation for Geolocating Internet Hosts -- Observations of IPv6 Addresses -- Applications -- The New Web: Characterizing AJAX Traffic -- Measurement and Estimation of Network QoS Among Peer Xbox 360 Game Players -- Evaluation of VoIP Quality over WiBro -- Classification and Sampling -- Packet Sampling for Flow Accounting: Challenges and Limitations -- On the Validation of Traffic Classification Algorithms -- Evaluation of Header Field Entropy for Hash-Based Packet Selection -- Measurement Systems and Frameworks -- A Reactive Measurement Framework -- Towards a High Quality Path-Oriented Network Measurement and Storage System -- On Community-Oriented Internet Measurement -- Wireless 802.11 -- On the Effectiveness of Switched Beam Antennas in Indoor Environments -- On the Fidelity of 802.11 Packet Traces -- Refocusing in 802.11 Wireless Measurement -- Tools -- Pathdiag: Automated TCP Diagnosis -- SCUBA: Focus and Context for Real-Time Mesh Network Health Diagnosis -- IMR-Pathload: Robust Available Bandwidth Estimation Under End-Host Interrupt Delay -- Characterization and Trends -- A Measurement Study of Internet Delay Asymmetry -- Trends and Differences in Connection-Behavior within Classes of Internet Backbone Traffic -- The Cubicle vs. The Coffee Shop: Behavioral Modes in Enterprise End-Users -- Malware and Anomalies -- A Two-Layered Anomaly Detection Technique Based on Multi-modal Flow Behavior Models -- Malware in IEEE 802.11 Wireless Networks.
Record Nr. UNISA-996465334303316
Berlin, Germany ; ; New York, New York : , : Springer-Verlag, , [2008]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Passive and active network measurement : 9th international conference, PAM 2008, Cleveland, OH, USA, April 29-30, 2008 ; proceedings / / edited by Mark Claypool, Steve Uhlig
Passive and active network measurement : 9th international conference, PAM 2008, Cleveland, OH, USA, April 29-30, 2008 ; proceedings / / edited by Mark Claypool, Steve Uhlig
Edizione [1st ed. 2008.]
Pubbl/distr/stampa Berlin, Germany ; ; New York, New York : , : Springer-Verlag, , [2008]
Descrizione fisica 1 online resource (XI, 236 p.)
Disciplina 004.6
Collana Computer Communication Networks and Telecommunications
Soggetto topico Computer networks
Information networks
ISBN 3-540-79232-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Addressing and Topology -- The Flattening Internet Topology: Natural Evolution, Unsightly Barnacles or Contrived Collapse? -- Assessing the Geographic Resolution of Exhaustive Tabulation for Geolocating Internet Hosts -- Observations of IPv6 Addresses -- Applications -- The New Web: Characterizing AJAX Traffic -- Measurement and Estimation of Network QoS Among Peer Xbox 360 Game Players -- Evaluation of VoIP Quality over WiBro -- Classification and Sampling -- Packet Sampling for Flow Accounting: Challenges and Limitations -- On the Validation of Traffic Classification Algorithms -- Evaluation of Header Field Entropy for Hash-Based Packet Selection -- Measurement Systems and Frameworks -- A Reactive Measurement Framework -- Towards a High Quality Path-Oriented Network Measurement and Storage System -- On Community-Oriented Internet Measurement -- Wireless 802.11 -- On the Effectiveness of Switched Beam Antennas in Indoor Environments -- On the Fidelity of 802.11 Packet Traces -- Refocusing in 802.11 Wireless Measurement -- Tools -- Pathdiag: Automated TCP Diagnosis -- SCUBA: Focus and Context for Real-Time Mesh Network Health Diagnosis -- IMR-Pathload: Robust Available Bandwidth Estimation Under End-Host Interrupt Delay -- Characterization and Trends -- A Measurement Study of Internet Delay Asymmetry -- Trends and Differences in Connection-Behavior within Classes of Internet Backbone Traffic -- The Cubicle vs. The Coffee Shop: Behavioral Modes in Enterprise End-Users -- Malware and Anomalies -- A Two-Layered Anomaly Detection Technique Based on Multi-modal Flow Behavior Models -- Malware in IEEE 802.11 Wireless Networks.
Record Nr. UNINA-9910767550303321
Berlin, Germany ; ; New York, New York : , : Springer-Verlag, , [2008]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui