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J-GLOBAL ID:202102270485343291   Reference number:21A0323942

プレイヤパフォーマンス低下を抑制するオンラインゲーム向け遅延補償に関する一研究

Author (5):
Material:
Volume: 2020  Issue:Page: ROMBUNNO.8D-3  Publication year: Jun. 17, 2020 
JST Material Number: L6741A  ISSN: 1882-0840  Document type: Proceedings
Article type: 原著論文  Country of issue: Japan (JPN)  Language: JAPANESE (JA)
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Semi thesaurus term:
Thesaurus term/Semi thesaurus term
Keywords indexed to the article.
All keywords is available on JDreamIII(charged).
On J-GLOBAL, this item will be available after more than half a year after the record posted. In addtion, medical articles require to login to MyJ-GLOBAL.

JST classification (2):
JST classification
Category name(code) classified by JST.
Game thoery  ,  Communication network 
Reference (14):
  • 中嶋謙互,オンラインゲームを支える技術-壮大なプレイ空間の舞台裏,技術評論社,2014.
  • M. Claypool, and K. Claypool, “Latency and player actions in online games,” Communications of the ACM, vol.49, no.11, pp.40-45, 2006.
  • 本生崇人,川崎慈英,藤橋卓也,猿渡俊介,渡辺尚,“ネットワーク遅延がもたらすオンラインゲームプレイヤへの影響に関する基礎評価,” 電子情報通信学会ソサイエティ大会,pp.1-1,2019.
  • Y. Bernier, “Latency compensating methods in client/server in-game protocol design and optimization,” Proc. Game Developers Conference, 2001.
  • S.W.K. Lee, and R.K.C. Chang, “Enhancing the experience of multiplayer shooter games via advanced lag compensation,” ACM Multimedia Systems Conference, pp.284-293, 2018.
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