Networks & System Support for Games 2006
Workshop Proc. on

Editor(s): Prof. Yutaka Ishibashi, Nagoya Institute of Technology, Japan and
Prof. Adrian David Cheok, Mixed Reality Lab, Interactive & Digital Media Network, NUS, Singapore


Table of Contents



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 new ways of communication between people, between cultures and races, between humans and machines, and between machines and machines. The vision of new 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 communication between 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.



The topics includes:

  • Scalability in MMOGs
  • Synchronization, QoS and Monitoring in Games
  • Distributed/Collaborative Virtual Environments
  • Understanding Player Behavior for Game Design
  • Consistency Management and Cheat Detection
  • Considering Network Influences in Games
  • Next Generation Games

ISBN

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1-59593-589-4 (CD-ROM)

Price

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US$28 (includes shipping)

Year

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Oct. 2006



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