Welcome to Netgames 2006
". . . it is the speed of electric involvement that creates the integral whole of both private and public awareness. We live today in the Age of Information and of Communication because electric media instantly and constantly create a total field of interacting events in which all men participate", Marshall McLuhan, Understanding Media, 1964, p. 248.Over the past few decades there has been a revolution in computing and communication. Machines that once occupied whole rooms have moved to the desktop, the lap and palmand into clothing itself. Standalone systems are now network with each other and a wide range of different devices across vast distances. One of the consequences this revolution is an explosion in New Media technologies. New media is one of the main developments that emerged as a product of the technological, intellectual, and cultural innovations of the late 20th century.
New Media means much more than the convergence of telecommunications, traditional media, and computing. Using Marshall McLuhan's definition of media as an 'extension of man', new media includes all the various forms in which we as humans can extend our senses and brains into the world. It includes new technologies that allow us to facilitate this new communications, and to create natural and humanistic ways of interfacing with machines, as well as other people remotely over large distances using the full range of human gestures such as touch, sight, sound, and even smell. Thus, new media includes newways of communication between people, between cultures and races, between humans andmachines, and between machines and media is that it will bring about radical developments in every aspect of human lives in the form of new kinds of symbioses between humans and computers, new ways of communicationbetween people, and new forms of social organization and interaction. It will drive a revolution in finance, communications, manufacturing, business, government administration, societal infrastructure, entertainment, training and education.
In order for countries to flourish commercially and culturally in the new millennium it is necessary for them to understand and foster growth of New Media technologies, and open-minded creative experimentations. One of these is networked computer entertainment. Electronic gaming, a curiosity twenty years ago, is now one of the most popular forms of entertainment and a pervasive component of global culture. The ubiquity and growth of games requires that we understand them not just as commercial products, but that we appreciate them from many points of view. Games are aesthetic objects, learning contexts, technical constructs and cultural phenomena, among many other things. In this workshop we aim to promote deep research discussions about network game technology and link researchers from around the world. We hope there will be fruitful discussion on the interactive network game technologies for the benefit of freer exploration and interdisciplinary collaboration.
Trading off computation for error in providing immersive voice communications for mobile gaming
The interactive experiences of players in networked games can be enhanced with the provision of an Immersive Voice Communication Service. Game players are immersed in their voice communication experience as they exchange live voice streams which are ...
Count down protocol: asynchronous consistent protocol in P2P virtual ball game
This paper studies a way to improve consistency of states in a ball game typed DVE with lag, in P2P architecture. We also study how to control shared objects in real-time in a server-less network architecture. Specifically, a priority field called ...
Post-game estimation of game client RTT and hop count distributions
In first person shooter (FPS) games the round trip time (RTT) between a client and server influences player decisions on which server to join. Game servers do not accurately log the RTT of potential clients who only probed the server. We describe a ...
Plug-replaceable consistency maintenance for multiplayer games
Consistency maintenance of replicated data in multiplayer games is a challenging issue due to the performance constraints of real-time interactive applications. We present an approach which separates game logic from consistency maintenance code through ...
Game time modelling for cheating detection in P2P MOGs: a case study with a fast rate cheat
Typical cheating avoidance solutions are able to prevent cheats, often at the cost of loosing interactivity in highly distributed games. With the need for responsiveness in view, we claim that (instead of preventing the cheat) cheating detection schemes ...
A relative delay minimization scheme for multiplayer gaming in differentiated services networks
Multiplayer gaming over the Internet continues to grow in popularity, despite a lack of Quality of Service (QoS) mechanisms. Future QoS-aware networks such as those based on the Differentiated Services (DiffServ) framework will provide an opportunity ...
Using local lag and timewarp to improve performance for real life multi-player online games
When developing distributed server games it is important to consider consistency of decisions made at different servers as well as the response time experienced by the players. This paper examines two approaches that are commonly used to improve the ...
Cellular automata and Hilditch thinning for extraction of user paths in online games
To keep online games interesting to their players, it is important to detect players' behaviors. In this paper, in order to understand players' movement in online games, we propose a method for extraction of players' paths from their trails. In the ...
Middleware services for pervasive multiplatform networked games
This work in progress paper presents a particular view for future Networked Multiplayer Games. In our point of view, these applications will include features from pervasive computing, allowing players to enjoy them using different devices, such as PDAs ...
A practical pricing model of inter-domain multicasting based on game theory
A practical pricing mechanism is the foundation for the deploying of IP multicast in the inter-domain Internet. The IP multicast service model and its pricing mechanism are discussed in this paper, by considering the motivations of different partners in ...
Interest scheme: a new method for path prediction
Most multiplayer network games use dead-reckoning vectors (DR) to predict movement of an entity controlled by participating game players. Generally, DR contains the current position and velocity of the entity. To get more accurate prediction, time-stamp ...
Predicting the perceived quality of a first person shooter: the Quake IV G-model
This paper describes the development of an end-to-end quality measurement method that allows us to quantify the perceived quality of Interactive Gaming, with an emphasis on the so-called First Person Shooter (FPS) game Quake IV. We conducted a number of ...
On a dynamic caching method for field segmented DVE by multi-server
In this paper, we propose a concrete strategy to decrease the divergence of the network traffic in a DVE (distributed virtual environment) and we propose an implementation scheme of a dispersed multi-server type of DVE. Recently, research of the large-...
CAN mobile gaming be improved?
The importance of mobile (phone) games is rapidly growing over the last years. One of the current evolutions is getting away from the pure solo content of the current games and creating possibilities to play together. However there are different ways to ...
Flash movie authoring environment based on state diagram
A tool for authoring interactive Flash movies is presented. Characters that play in a movie are modeled as object definitions in terms of state-transition diagrams. Each state has a picture and activities. The picture represents appearance of the ...
Cheat detection for MMORPG on P2P environments
In this paper, we propose a new method for detecting cheat in P2P-based MMORPG. We suppose a typical P2P-based event delivery architecture where the entire game space is divided into subareas and a responsible node (selected from player terminals) ...
Hack-proof synchronization protocol for multi-player online games
Synchronization protocols based on "dead-reckoning" are vulnerable to a very popular type of cheat called speed hack. A speed hack essentially speeds up all actions of a cheater and thus the cheater can moves, explores and gathers items faster than ...
A peer-to-peer architecture for massive multiplayer online games
Massive Multiplayer Online Games with their virtual gaming worlds grow in user numbers as well as in the size of the virtual worlds. With this growth comes a significant increase of the requirements for server hardware. Today an MMOG provider usually ...
A game authoring tool based on character definition in terms of state-transition diagrams
A tool for authoring dynamical animations and video games is presented. The logical behavior of characters such as its internal feeling and icon images representing its appearance is described as finite state machines in terms of the state-transition ...
On the support for heterogeneity in networked virtual environment
This paper presents our ongoing research activity to design and implement a framework for an networked virtual environment (NVE) that efficiently supports both hardware and software heterogeneity. In the proposed framework, three new techniques, ...
Consistency requirements in multiplayer online games
Multiplayer online games are becoming increasingly popular as broadband internet connections replace the old modems. However, while available bandwidth grows steadily according to Moore's law, the latency of the internet connections remains almost ...
Andrew Rivolski: multi-display cooperation game over the internet
- Tsuyoshi Hisamatsu,
- Andy Yamada,
- Tomoyuki Nezu,
- Toshimasa Yamazaki,
- Kazunori Sugiura,
- Masahiko Inakage,
- Osamu Nakamura,
- Jun Murai
Andrew Rivolski is a multiplayer network game played in an environment consisting of multiple displays over the Internet. The players are placed in two different remote locations, and by having mutual interactions the game allows the players to ...
Index Terms
- Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games