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The software in the middle—Letter from the Editors-in-Chief

Gordon Blair, Fabio Kon
2010 Journal of Internet Services and Applications  
Middleware is an important topic for Internet Services and Applications, especially given the increasing complexity and heterogeneity of modern networked environments.  ...  This paper deals with the high level of heterogeneity in the field of routing protocols for mobile ad hoc networks (MANETs) where large numbers of protocols have been proposed.  ... 
doi:10.1007/s13174-010-0013-8 fatcat:tpfvxunofzgj3boirv7kzjmffq

The MooDS protocol

Romain Pellerin
2007 Proceedings of the 4th international conference on mobile technology, applications, and systems and the 1st international symposium on Computer human interaction in mobile technology - Mobility '07  
particular for time critical multiplayer games.  ...  This protocol is used in GASP, an open source middleware enabling J2ME multiplayer gaming interactions.  ...  The constraints of J2ME CLDC profiles and current cellular phone networks generally impose a particular design for multiplayer games, compared to PC-based multiplayer games.  ... 
doi:10.1145/1378063.1378066 dblp:conf/mobility/Pellerin07 fatcat:5dhbfslvobeonpo2htfm3cqecq

SoundPark: Towards Highly Collaborative Game Support in a Ubiquitous Computing Architecture [chapter]

Romain Pellerin, Nicolas Bouillot, Tatiana Pietkiewicz, Mike Wozniewski, Zack Settel, Eric Gressier-Soudan, Jeremy R. Cooperstock
2009 Lecture Notes in Computer Science  
Our experience designing and developing the game motivates significant discussion related to issues of general relevance to ubiquitous game architectures, including integration of heterogeneous components  ...  hardware and run-time environments.  ...  Browser game interface is provided for audience in order to monitor the game state GSM network cell identification GSM network CanYouSeeMe [7] multiplayer outdoor game using 2D graphical display  ... 
doi:10.1007/978-3-642-02164-0_12 fatcat:szdb2jgucna7bczpwqwgucqyou

Enabling rapid and cost-effective creation of massive pervasive games in very unstable environments

Bartosz Wietrzyk, Milena Radenkovic
2007 2007 Fourth Annual Conference on Wireless on Demand Network Systems and Services  
We then identify the network support challenges of scaling pervasive games to include potentially mass numbers of players across extremely heterogeneous and unreliable networks.  ...  The proposed protocol decreases the deployment costs of the gaming infrastructure by self organization and utilizing storage space of users' devices.  ...  It has been already demonstrated [15] that DHTs can support on-line massively multiplayer games in the wired networking environment.  ... 
doi:10.1109/wons.2007.340493 fatcat:d3yuqsh6b5ditdobhq4me7fnsi

An Active Self-Optimizing Multiplayer Gaming Architecture

V. Ramakrishna, Max Robinson, Kevin Eustice, Peter Reiher
2006 Cluster Computing  
Multiplayer games are representative of a large class of distributed applications that suffer from redundant communication, bottlenecks, single points of failure and poor reactivity to changing network  ...  This gaming infrastructure is built and maintained using active networks, which is currently the only open architecture suitable for these types of applications.  ...  The multiplayer game chosen for our implementation was DOOM, a first person shooter game, and one of the earliest ones of its genre. The game protocol proceeds in lock-step.  ... 
doi:10.1007/s10586-006-7564-2 fatcat:6prszifecnawtgvfozty6xglke

Architecting Scalability for Massively Multiplayer Online Gaming Experiences

Rui Gil, José Tavares, Licinio Roque
2005 Conference of the Digital Games Research Association  
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.  ...  delivered to a changing set of destinies over a heterogeneous and quite unpredictable network infrastructure.  ... 
dblp:conf/digra/GilTR05 fatcat:dxh6kqi5hvgf7ctsvch2doqbj4

Enabling P2P Gaming with Network Coding [chapter]

Balázs Lajtha, Gergely Biczók, Róbert Szabó
2010 Lecture Notes in Computer Science  
The popularity of online multiplayer games is ever-growing.  ...  We believe that our approach can be the foundation of a truly peer-to-peer communication architecture for networked games.  ...  As an alternative, some games allow for hosting a server at sufficiently equipped home computers, making multiplayer gaming possible in a local network (LAN) setting.  ... 
doi:10.1007/978-3-642-13971-0_8 fatcat:lsndyvuem5htvoupoc3ehgkonu

Practical Middleware for Massively Multiplayer Online Games

Tsun-Yu Hsiao, Shyan-Ming Yuan
2005 IEEE Internet Computing  
A massively multiplayer online game (MMOG) lets thousands of players interact simultaneously within a virtual world via the Internet.  ...  Middleware plays an important role in the development of next-generation MMOGs, which must be built on platforms that address not only the service aspect, but also code maintainability and development for  ...  M assively multiplayer online games (MMOGs) let thousands of players (between 6,000 and 10,000, according to general reports from game companies) simultaneously interact in persistent, online, multiplayer-only  ... 
doi:10.1109/mic.2005.106 fatcat:b4brossk7bcrje46jvfngbhfya

Analysis of Application Partitioning for Massively Multiplayer Mobile Gaming

Madan Kumar M. M, Amit Thawani, Sridhar V., Y. N. Srikant
2008 Proceedings of the 1st International ICST Conference on Mobile Wireless Middleware, Operating Systems and Applications  
Improved network and upgraded software's available on mobiles have given enough scope for massively multiplayer mobile games.  ...  Gaming infrastructure mostly involves gaming servers and it is likely for a gaming server to run short of resources under peak load conditions resulting in degradation of game play.  ...  For a massively multiplayer gaming environment, need for good memory and processing speed is perquisite.  ... 
doi:10.4108/icst.mobilware2008.2875 dblp:conf/mobilware/MTSS08 fatcat:zf566qgrhbbldirqrnsr7iwloi

Cheat-Proof Playout for Centralized and Peer-to-Peer Gaming

Nathaniel E. Baughman, Marc Liberatore, Brian Neil Levine
2007 IEEE/ACM Transactions on Networking  
We explore exploits possible for cheating in realtime, multiplayer games for both client-server and serverless architectures.  ...  This technique is applicable to common game features as well as clustering and cell-based techniques for massively multiplayer games.  ...  ACKNOWLEDGMENTS We are grateful to Andy Fagg of the University of Massachusetts, Amherst and Mikhail Atallah of Purdue University for their helpful insight.  ... 
doi:10.1109/tnet.2006.886289 fatcat:cxosipswgbaxhl4evrookxlcs4


Luther Chan, James Yong, Jiaqiang Bai, Ben Leong, Raymond Tan
2007 Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games - NetGames '07  
We present the design and implementation of Hydra, a peer-to-peer architecture for massively-multiplayer online games.  ...  Our experience in developing these games suggests that our proposed programming model is suitable for game development.  ...  In this light, we adopt a new approach in Hydra, our network architecture for peer-to-peer massively-multiplayer games.  ... 
doi:10.1145/1326257.1326264 dblp:conf/netgames/ChanYBLT07 fatcat:ekzg46fp3vcj3iu2sfp4hezxim

PKTown: A Peer-to-Peer Middleware to Support Multiplayer Online Games

Hai Jin, Hong Yao, Xiaofei Liao, Sirui Yang, Wei Liu, Yong Jia
2007 2007 International Conference on Multimedia and Ubiquitous Engineering (MUE'07)  
Peer-to-Peer (P2P) system can support service for lots of end users with little hardware investment, which suits for the efforts to lower down the service cost for Multiplayer Online Games (MOG).  ...  We design a k-regular random overlay network based on game specific requirements analysis. No change is made on binary code of Star Craft.  ...  P2P can support service for lots of end users with little hardware investment, which suits for the efforts to lower down the service cost for Multiplayer Online Games (MOG) and Massively Multiplayer Online  ... 
doi:10.1109/mue.2007.172 dblp:conf/mue/JinYLYLJ07 fatcat:owyrihig4fg6lccpkqdlhwifvy

A Survey of Routing Techniques for Mobile Collaborative Virtual Environment Applications [article]

Anis Zarrad
2013 arXiv   pre-print
A handful of interesting MCVE applications have been developed in a variety of domains, ranging from multiplayer games to virtual cities, virtual shopping malls, and various training simulations (i.e.  ...  Due to the rapidly increasing usage of personal mobile devices and the need of executing CVE applications in environments that have no previous network infrastructure, Mobile Collaborative Virtual Environments  ...  Ezzedine Boukerch, and also to Prince Salman Research and Translation Center for providing the necessary support for the preparation of this work.  ... 
arXiv:1303.3643v1 fatcat:ra5puzi5kvcqnmikiww4g2oe7e

Real-time service provisioning for mobile and wireless networks

K. Farkas, O. Wellnitz, M. Dick, X. Gu, M. Busse, W. Effelsberg, Y. Rebahi, D. Sisalem, D. Grigoras, K. Stefanidis, D.N. Serpanos
2006 Computer Communications  
As mobile devices and wireless networks are becoming ubiquitous, the interest of users to deploy real-time applications, e.g. online gaming or Voice-over-IP in such environments is also increasing.  ...  Due to the difference between traditional and wireless networks, in particular in terms of available bandwidth and network structure, the concepts used for supporting real-time applications in both networks  ...  The logical Common OptimizatiOn Layer (COOL) is responsible for offering Self-Optimization Service (SOS), as implemented by its Common Optimization Protocol (COP).  ... 
doi:10.1016/j.comcom.2005.06.005 fatcat:5oc5ojme55byzjz2bpymls4pvy

JAVAGL- A 3D Graphics Library In Java For Internet Browsers

Bing-Yu Chen, Shish, Tzong-Jer Yang, Ming Ouhyoung
1997 International Conference on Consumer Electronics  
With the growing popularity of Internet and Virtual Reality (VR), more and more applications, for example, VRML browsers and 3D graphics network multiplayer games, require 3D graphics capabilities over  ...  Performance evaluation is especially addressed for further studies in developing 3D graphics applications over network.  ...  JavaGL meets this requirement because it's purely implemented by Java which is designed for Internet. We will also apply JavaGL to develop 3D graphics network multiplayer games.  ... 
doi:10.1109/icce.1997.625848 fatcat:5nalbup66feydlxbv5i3k6e6z4
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