Pearson / IEEE Press / Global Telecommunications / 3rd Multimedia Systems / John Wiley & Sons Ltd / Australian Telecommunications Networks / Parallel Distributed Systems / / /
Facility
Anthropology* Montana State University / /
IndustryTerm
real-world applications / interactive online game players / by-products / Wireless Internet Communications / residential Internet access / online gamers / datacenter networks / online games / Game developers / client/server / on-line game servers / server processing behavior / access technologies / similar protocols / Internet Games / cooperative online games / online cooperative multi / collaborative applications / computer entertainment technology / /
MedicalTreatment
Meditation / /
Organization
Qing Yang† Department of Computer Science† / Sociology and Anthropology* Montana State University / Computational Intelligence / Department of Sociology / /
Person
Engaging / Mike P. Wittie / R. Smets / E. Deckers / K. Spruyt / M. Seif El-Nasr / Enjoyable / Qing Yang / B. Van Doorselaer / Stephen Swinford / Immersive Figure / Clint Cooper / W. Naudts / T. Coppens / /
Position
game player / lagged player / random Unlagged Player / second player / normal online Lagged Player / Unlagged Player Network Degradation CONCLUSIONS REFERENCES / representative / Unlagged Player / Characterizing player / player / Player Network Degradation The lag / high player / /
PublishedMedium
Communications of the ACM / /
Region
Pacific Rim / /
SportsEvent
nfl / /
Technology
Data Compression algorithms / network access technologies / artificial intelligence / Virtual Reality / peer-to-peer / Behavior Prediction algorithms / p2p / computer entertainment technology / Simulation / Quality of Service / UDP / operating systems / client/server / /