[go: up one dir, main page]

Smed et al., 2002 - Google Patents

Aspects of networking in multiplayer computer games

Smed et al., 2002

View PDF
Document ID
17721282909707191119
Author
Smed J
Kaukoranta T
Hakonen H
Publication year
Publication venue
The Electronic Library

External Links

Snippet

Distributed, real‐time multiplayer computer games (MCGs) are in the vanguard of utilizing the networking possibilities. Although related research has been done in military simulations, virtual reality systems, and computer supported cooperative working, the …
Continue reading at www.researchgate.net (PDF) (other versions)

Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L12/00Data switching networks
    • H04L12/02Details
    • H04L12/16Arrangements for providing special services to substations contains provisionally no documents
    • H04L12/18Arrangements for providing special services to substations contains provisionally no documents for broadcast or conference, e.g. multicast
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network-specific arrangements or communication protocols supporting networked applications
    • H04L67/10Network-specific arrangements or communication protocols supporting networked applications in which an application is distributed across nodes in the network
    • H04L67/104Network-specific arrangements or communication protocols supporting networked applications in which an application is distributed across nodes in the network for peer-to-peer [P2P] networking; Functionalities or architectural details of P2P networks
    • H04L67/1042Network-specific arrangements or communication protocols supporting networked applications in which an application is distributed across nodes in the network for peer-to-peer [P2P] networking; Functionalities or architectural details of P2P networks involving topology management mechanisms
    • H04L67/1044Group management mechanisms
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network-specific arrangements or communication protocols supporting networked applications
    • H04L67/38Protocols for telewriting; Protocols for networked simulations, virtual reality or games
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L12/00Data switching networks
    • H04L12/54Store-and-forward switching systems
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network-specific arrangements or communication protocols supporting networked applications
    • H04L67/24Presence management
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L29/00Arrangements, apparatus, circuits or systems, not covered by a single one of groups H04L1/00 - H04L27/00 contains provisionally no documents
    • H04L29/02Communication control; Communication processing contains provisionally no documents
    • H04L29/06Communication control; Communication processing contains provisionally no documents characterised by a protocol
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L51/00Arrangements for user-to-user messaging in packet-switching networks, e.g. e-mail or instant messages
    • H04L51/04Real-time or near real-time messaging, e.g. instant messaging [IM]

Similar Documents

Publication Publication Date Title
Smed et al. Aspects of networking in multiplayer computer games
US8657686B2 (en) Synthetic environment character data sharing
Hu et al. Scalable peer-to-peer networked virtual environment
Yahyavi et al. Peer-to-peer architectures for massively multiplayer online games: A survey
KR101225475B1 (en) Apparatuses and methods for use in creating an audio scene
Schiele et al. Requirements of peer-to-peer-based massively multiplayer online gaming
US20100229106A1 (en) Synthetic environment character data sharing
Palazzi et al. On maintaining interactivity in event delivery synchronization for mirrored game architectures
Miller et al. The near-term feasibility of P2P MMOG's
Michel et al. Cognitive cyber situational awareness using virtual worlds
Sharara et al. Utilizing social influence in content distribution networks
Chang et al. Scalable and efficient update dissemination for distributed interactive applications
Friston et al. Exploring server-centric scalability for social VR
Behnke Increasing the supported number of participants in distributed virtual environments
Chen et al. Server selection with delay constraints for online games
Miller Distributed virtual environment scalability and security
McFarlane Network software architectures for real-time massively multiplayer online games
Lu et al. The design of synchronization mechanisms for peer-to-peer massively multiplayer games
Gital et al. Performance analysis of cloud-based cve communication architecture in comparison with the traditional client server, p2p and hybrid models
Kwok et al. Scalability analysis of the hierarchical architecture for distributed virtual environments
Chen et al. On the game server network selection with delay and delay variation constraints
Yusen et al. Fairness-aware update schedules for improving consistency in multi-server distributed virtual environments
Martínez et al. A peer-to-peer architecture for real-time distributed visualization of 3d collaborative virtual environments
Huang et al. SharedWeb—a shared virtual environment over the World Wide Web
Horn Using a Physical Metaphor to Scale Up Communication In Virtual Worlds