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Proceedings of the ACM SIGCOMM : workshop on future directions in network architecture, Portland, Oregon, USA, August 30-30, 2004.
- Format:
- Book
- Conference/Event
- Conference Name:
- ACM SIGCOMM 2004 Workshops (2004 : Portland, Or.)
- Language:
- English
- Subjects (All):
- Data transmission systems--Congresses.
- Data transmission systems.
- Computer network protocols--Congresses.
- Computer network protocols.
- Computer networks--Congresses.
- Computer networks.
- Genre:
- Conference papers and proceedings
- Other Title:
- Workshop on future directions in network architecture
- ACM SIGCOMM workshop on future directions in network architecture
- Also known as: COMM: applications, technologies, architectures, and protocols for computer communications
- Also known as: FDNA '04
- At head of title: Applications, technologies, architectures, and protocols for computer communications
- Place of Publication:
- New York : ACM Digital Library, [2004]
- System Details:
- System requirements: Internet connectivity and World Wide Web browser. Adobe Acrobat reader required to view and print files.
- Summary:
- "Organizing such a diverse set of workshops requires a great deal of effort and organization and Iwant to thank all the members of the SIGCOMM 2004 organizing committee and several volunteerswho made it possible. I would like to thank Craig Partridge, Jennifer Rexford, John Wroclawski, andJim Kurose for their suggestions and help in soliciting exciting workshop proposals. I also thank theSIGCOMM 2004 organizing committee, and in particular, Raj Yavatkar, Jennifer Rexford, ChrisEdmondson-Yurkanan and Joe Touch for all the support and guidance they provided throughout theworkshop organization process. The local arrangements for the workshops are a result of efforts ofWu-chang Feng. Prashant Chandra, Andreas Terzis, Marcel Waldvogel, and Allyn Romanowhandled the web pages, registration, and publicity for the workshops."-- From the publication.
- Contents:
- A mobile gaming platform for the IMS / Amjad Akkawi, Sibylle Schaller, Oliver Wellnitz, and Lars Wolf
- Lightweight QoS-support for networked mobile gaming / Marcel Busse, Bernd Lamparter, Martin Mauve, and Wolfgang Effelsberg
- Feedback, latency, accuracy: exploring tradeoffs in location-aware gaming / Kieran Mansley, David Scott, Alastair Tse, and Anil Madhavapeddy
- Using session initiation protocol to build context-aware VoIP support for multiplayer networked games / Aameek Singh and Arup Acharya
- Implementation of a service platform for online games / Anees Shaikh, Sambit Sahu, Marcel Rosu, Michael Shea, and Debanjan Saha
- OpenPING: a reflective middleware for the construction of adaptive networked game applications / Paul Okanda and Gordon Blair
- Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games / Takuji Iimura, Hiroaki Hazeyama, and Youki Kadobayashi
- Realizing bullet time effect in multiplayer games with local perception filters / Jouni Smed, Henrik Niinisalo, and Harri Hakonen
- Scalable peer-to-peer networked virtual environment / Shun-Yun Hu and Guan-Ming Liao
- Is runtime verification applicable to cheat detection? / Margaret DeLap, Björn Knutsson, Honghui Lu, Oleg Sokolsky, and Usa Sammapun
- A cheat controlled protocol for centralized online multiplayer games / Bei Di Chen and Muthucumaru Maheswaran
- The effects of loss and latency on user performance in unreal tournament 2003® / Tom Beigbeder, Rory Coughlan, Corey Lusher, John Plunkett, and Emmanuel Agu
- Objective and subjective evaluation of the influence of small amounts of delay and jitter on a recent first person shooter game / Peter Quax, Patrick Monsieurs, Wim Lamotte, and Danny De Vleeschauwer
- Some thoughts on emulating jitter for user experience trials / Grenville Armitage and Lawrence Stewart
- Accuracy in dead-reckoning based distributed multi-player games / Sudhir Aggarwal, Hemant Banavar, Amit Khandelwal, and Sarit Mukherjee
- A distributed proxy system for provisioning immersive audio communication to massively multi-player games / Cong Duc Nguyen, Farzad Safaei, and Paul Boustead
- Analysis of scalable data streams for representations in networked virtual environments / Tom Jehaes, Peter Quax, and Wim Lamotte
- A transaction execution engine architecture for multiplayer online games / Théa-Martine Gauthier
- A partition detection system for distributed mobile games / Hartmut Ritter, Rolf Winter, Jochen Schiller, and Thorsten Zippan
- A self-similarity traffic analysis of an internet-based multiplayer online game / John C. McEachen
- A fully distributed architecture for massively multiplayer online games / Chris Gauthier Dickey, Daniel Zappala, and Virginia Lo
- FreeMMG: a hybrid peer-to-peer and client-server model for massively multiplayer games / Fábio Reis Cecin, Rafael de Oliveira Jannone, and Cláudio Fernando Resin Geyer
- The case for separating routing from routers / N. Feamster, H. Balakrishnan, J. Rexford, A. Shaikh, and J. van der Merwe
- Simplified layering and flexible bandwidth with TWIN / I. Widjaja and I. Saniee
- Secure routerless routing / V. Grolmusz and Z. Király
- A virtualized link layer with support for indirection / R. Gold, P. Gunningberg, and C. Tschudin
- On demand label switching for spontaneous edge networks / V. Untz, M. Heusse, F. Rousseau, and A. Duda
- NUTSS: a SIP-based approach to UDP and TCP network connectivity / S. Guha, Y. Takeda, and P. Francis
- Steps towards a DoS-resistant internet architecture / M. Handley and A. Greenhalgh
- Loose source routing as a mechanism for traffic policies / K. Argyraki and D. R. Cheriton
- Invariants — a new design methodology for network architectures / B. Ahlgren, M. Brunner, L. Eggert, R. Hancock, and S. Schmid.
- Notes:
- Includes bibliographical references.
- Online resource; title from PDF title page (ACM Digital Library, viewed May 19, 2026).
- Other Format:
- Print version: ACM SIGCOMM 2004. Proceedings of the ACM SIGCOMM.
- OCLC:
- 612949589
- Access Restriction:
- Restricted for use by site license
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