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GameOD: an internet based game-on-demand framework
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Source Virtual Reality Software and Technology archive
Proceedings of the ACM symposium on Virtual reality software and technology table of contents
Hong Kong
SESSION: Session 2A: applications and systems table of contents
Pages: 129 - 136  
Year of Publication: 2004
ISBN:1-58113-907-1
Authors
Frederick W. B. Li  The Hong Kong Polytechnic University, Hong Kong
Rynson W. H. Lau  City University of Hong Kong, Hong Kong
Danny Kilis  PCCW Business eSolutions (HK) Ltd., Hong Kong
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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ABSTRACT

Multiplayer online 3D games are becoming very popular in recent years. However, existing games require the complete game content to be installed prior to game playing. Since the content is usually large in size, it may be difficult to run these games on a PDA or other handheld devices. It also pushes game companies to distribute their games as CDROMs/DVDROMs rather than online downloading. On the other hand, due to network latency, players may perceive discrepant status of some dynamic game objects. In this paper, we present a game-on-demand (GameOD) framework to distribute game content progressively in an on-demand manner. It allows critical contents to be available at the players' machines in a timely fashion. We present a simple distributed synchronization method to allow concurrent players to synchronize their perceived game status. Finally, we show some performance results of the proposed framework.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Frederick W. B. Li: colleagues
Rynson W. H. Lau: colleagues
Danny Kilis: colleagues