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Interactivity-Loss Avoidance in Event Delivery Synchronization for Mirrored Game Architectures., , , и . IEEE Trans. Multim., 8 (4): 874-879 (2006)Wireless home entertainment center: reducing last hop delays for real-time applications., , , , и . Advances in Computer Entertainment Technology, стр. 67. ACM, (2006)An Intervehicular Communication Architecture for Safety and Entertainment., , и . IEEE Trans. Intell. Transp. Syst., 11 (1): 90-99 (2010)LUNES: Agent-based simulation of P2P systems., и . HPCS, стр. 593-599. IEEE, (2011)MoKa: A Wireless Internet Application for Delivering Mobile Karaoke on UMTS Devices., , , , , и . Communications, Internet, and Information Technology, стр. 346-351. IASTED/ACTA Press, (2002)A Blockchain-based Flight Data Recorder for Cloud Accountability., , и . CRYBLOCK@MobiSys, стр. 93-98. ACM, (2018)On Distributing Interactive Storytelling: Issues of Event Synchronization and a Solution., , и . TIDSE, том 3105 из Lecture Notes in Computer Science, стр. 219-231. Springer, (2004)Decentralized Personal Data Marketplaces: How Participation in a DAO Can Support the Production of Citizen-Generated Data., , и . Sensors, 22 (16): 6260 (2022)Online Gaming Architectures., и . Encyclopedia of Computer Graphics and Games, Springer, Living reference work, snapshot April 2019.(2019)Interactivity maintenance for event synchronization in massive multiplayer online games.. University of Bologna, Italy, (2005)