ν-cax: A research agenda for collaborative computer-aided applications
E Red, V Holyoak, CG Jensen, F Marshall… - … -Aided Design and …, 2010 - Taylor & Francis
A dichotomy exists in the engineering design process between 1) product teams organized
to engineer products collaboratively, and 2) the single-user architectures inherent in …
to engineer products collaboratively, and 2) the single-user architectures inherent in …
Solipsis: A decentralized architecture for virtual environments
Lack of scalability is a key issue for virtual-environment technology, and more generally for
any large-scale online experience because it prevents the emergence of a truly massive …
any large-scale online experience because it prevents the emergence of a truly massive …
Facilitating serverless match-based online games with novel blockchain technologies
Applying peer-to-peer (P2P) architecture to online video games has already attracted both
academic and industrial interests, since it removes the need for expensive server …
academic and industrial interests, since it removes the need for expensive server …
Voronoi state management for peer-to-peer massively multiplayer online games
State management is a basic requirement for multiuser virtual environments (VEs) such as
massively multiplayer online games (MMOGs). Current MMOGs rely on centralized server …
massively multiplayer online games (MMOGs). Current MMOGs rely on centralized server …
Design issues for peer-to-peer massively multiplayer online games
Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and scale,
and while classical Client/Server (C/S) architectures convey some benefits, they suffer from …
and while classical Client/Server (C/S) architectures convey some benefits, they suffer from …
Mediator: a design framework for P2P MMOGs
With widespread use of the Internet, Massively Multiplayer Online Games (MMOGs) are
becoming increasingly popular. As MMOGs scale up, conventional Client/Server (C/S) …
becoming increasingly popular. As MMOGs scale up, conventional Client/Server (C/S) …
A survey of state persistency in peer-to-peer massively multiplayer online games
JS Gilmore, HA Engelbrecht - IEEE Transactions on Parallel …, 2011 - ieeexplore.ieee.org
Recently, there has been significant research focus on Peer-to-Peer (P2P) Massively
Multiplayer Online Games (MMOGs). A number of architectures have been presented in the …
Multiplayer Online Games (MMOGs). A number of architectures have been presented in the …
A flexible context architecture for a multi-user GUI
Y Xu, E Red, CG Jensen - Computer-Aided Design and …, 2011 - Taylor & Francis
This paper focuses on flexible context architectures for a multi-user GUI (MUG) that serves
several users engaged in collaborative computer-aided applications (CAx). Our work …
several users engaged in collaborative computer-aided applications (CAx). Our work …
Scalable AOI-cast for peer-to-peer networked virtual environments
Networked virtual environments (NVEs) are computer-generated virtual worlds where users
interact by exchanging messages via network connections. Each NVE user often pays …
interact by exchanging messages via network connections. Each NVE user often pays …
A new business model for massively multiplayer online games
Today, highly successful Massively Multiplayer Online Games (MMOGs) have millions of
registered users and hundreds of thousands of active concurrent players. To sustain their …
registered users and hundreds of thousands of active concurrent players. To sustain their …