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Fast Session Resumption in DTLS for Mobile Communications., , , , and . CCNC, page 1-6. IEEE, (2020)LUNES: Agent-based simulation of P2P systems., and . HPCS, page 593-599. IEEE, (2011)An Intervehicular Communication Architecture for Safety and Entertainment., , and . IEEE Trans. Intell. Transp. Syst., 11 (1): 90-99 (2010)Wireless home entertainment center: reducing last hop delays for real-time applications., , , , and . Advances in Computer Entertainment Technology, page 67. ACM, (2006)Interactivity-Loss Avoidance in Event Delivery Synchronization for Mirrored Game Architectures., , , and . IEEE Trans. Multim., 8 (4): 874-879 (2006)Decentralized Personal Data Marketplaces: How Participation in a DAO Can Support the Production of Citizen-Generated Data., , and . Sensors, 22 (16): 6260 (2022)Online Gaming Architectures., and . 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)The Use of Decentralized and Semantic Web Technologies for Personal Data Protection and Interoperability., , and . AICOL, volume 13048 of Lecture Notes in Computer Science, page 328-335. Springer, (2020)Incentivized Data Mules Based on State-Channels., , , and . ICBC, page 1-2. IEEE, (2022)