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Spaz! The Effects of Local Latency on Player Actions in a Desktop-Based Exergame.

, , , , , , and . IEEE Trans. Games, 14 (4): 623-631 (2022)

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Combining content-based and collaborative filters in an online newspaper, , , , , , , , , and 1 other author(s). In Proceedings of ACM SIGIR Workshop on Recommender Systems, (1999)Implicit Interest Indicators, , , , , , , and . (2000)Demonstration of adjusting forward error correction with quality scaling for TCP-friendly streaming MPEG., , and . ACM Multimedia, page 174-175. ACM, (2004)On the 802.11 turbulence of nintendo DS and sony PSP hand-held network games.. NETGAMES, page 1-9. ACM, (2005)The effects of loss and latency on user performance in unreal tournament 2003®., , , , , and . NETGAMES, page 144-151. ACM, (2004)On combining temporal scaling and quality scaling for streaming MPEG., , and . NOSSDAV, page 7. ACM, (2006)A credit-based home access point (CHAP) to improve application performance on IEEE 802.11 networks., , and . MMSys, page 71-76. ACM, (2010)Traffic Sensitive Active Queue Management., , and . INFOCOM, IEEE, (2006)Nerfs, Buffs and Bugs - Analysis of the Impact of Patching on League of Legends., , , , and . CTS, page 128-135. IEEE Computer Society, (2016)ARMOR - A system for adjusting repair and media scaling for video streaming., , and . J. Vis. Commun. Image Represent., 19 (8): 489-499 (2008)