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RUN FOR FUN USER STUDIES
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Run for Fun - Measuring Exergame Enjoyment
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Lag of Legends: The Effects of Latency on League of Legends Champion Abilities
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Evaluating Learning Team-led on-gallery Experiences at London Transport Museum
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Video Game Archives: Massachusetts
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Validation of a Taxonomy for Player Actions with Latency and Network Games
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The Ultimate IMGD Booth at PAX East 2013
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The impact of frame rate and resolution on player movement in first-person shooters
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The Effects of Network Latency on Player Gaming Experience
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The Effects of Latency, Bandwidth, and Packet Loss on Cloud-Based Gaming Services
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The Effects of Latency on Player Performance and Experience in a Cloud Gaming System
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The Effects of Latency and Jitter on a First Person Shooter: Team Fortress 2
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The Effects of gamma and high dynamic range lighting on performance and perception in first-person shooters
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PAX East 2014 Booth IQP
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Online Data Visualization for the Money in Africa Project
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Network Latency and Cloud Games: A Study Using GamingAnywhere
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MEASURING THE EFFECTS OF BUFFERING AND INTERRUPTS ON USER EXPERIENCE FOR YOUTUBE AND NETFLIX
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Measuring the Annoyance in Streaming Media Caused by Buffers and Interrupts
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Finding Optimal YouTube Buffer Size for Mobile Devices on a Campus Network
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Case study of university network use policy.
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