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Latency and Jitter in Cloud Game Streaming
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Exploring the Effects of Network Latency Compensation Techniques on Player Performance and Experience in FPS Games
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CS MQP - TCP Congestion Control over a Satellite Network
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CS MQP - Analyzing DASH Video Streaming over Geostationary Satellite Networks
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Implementation of a Playout Buffer for a Cloud-based Game Client
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Analyzing the Effects of Time Warp Latency Compensation and the “Shot-Around-the-Corner” Problem on a First-Person Shooter Game
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Adding Red Hat Enterprise Linux Support to NVIDIA's DRIVE OS
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PATHly Visualizer: Exploring Anycast Stability in IPv4 and IPv6
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IQP - Lag Can Kill - Compensating for Latency in Cloud-based Games
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SV MQP - NVIDIA: Tegra Performance
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Effects of Jitter on Quality of Experience in Cloud Gaming
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IQP - First-Person Science - Exploring FPS Games and Latency
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CS/IMGD MQP - First-Person Science - Exploring FPS Games and Latency (Copy)
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PATHly Visualizer: Exploring Anycast Stability in IPv4 and IPv6
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NVIDIA Tegra Performance: Power Sensing Daemon and NvPerfScan Profiling Support
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The Impact of Latency on Players in First-person Shooter Games
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BATS: Development of a Biosignal Analysis Toolkit and Pipeline for Polytrauma Research
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Rigs of Color Tool Development: Maya Auto-Rigging Tool
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Juniper - Network Equipment Data in Serverless Architecture
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Shape - A DEX REPL for Interactive Debugging
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Fastly - HTTP Load Testing Tools
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Performance Analysis of QUIC versus TCP on Satellite Networks
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Quality of Experience Evaluation for Buffer Sizing of Cloud-Based Game Streaming
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Juniper - Network Equipment Data in Serverless Architecture
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Shape - A DEX REPL for Interactive Debugging
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Fastly - HTTP Load Testing Tools
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NVidia - Performance Testing for Emulation of the Grace CPU
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Virtual world
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Tuning video redundancy
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The evolution of spam and SpamAssassin
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The effects of packet loss and latency on player performance in Unreal Tournament 2003
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The Effects of display setting in different visual perspectives on performance in games
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The effect of latency on performance in Warcraft III
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TCP traffic analysis
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Streaming MPEG animations on mobile devices
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SRP -- a multimedia network protocol
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Smarter search engines -- using personalization to improve search results
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Putting PANTS on Linux -- transparent load sharing in a Beowulf cluster
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Performance evaluation of load sharing policies on a Beowulf Cluster
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Performance analysis of the Linux buffer cache while running an Oracle OLTP workload
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Network analysis of Nintendo DS traffic
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MPEG jitter
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Modifying the SCSI/FIBRE channel block size
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JAVA-based TFRC protocol for streaming multimedia
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Java multimedia performance
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Integrating distributed inter-process communication with PANTS on a Beowulf cluster
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Improving scalability in an online game
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Iconic chat 99
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GUI design for GEM Lite on a Pocket PC
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Generic SCSI command generator
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Filtering greeting cards @ Sparks.com
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Evaluation of DCBT
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Dynamic CBT implementation
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Development of a Linux device driver for an Emulex fibre channel interface
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Development of a CLARiiON fibre channel device driver for Linux
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Curiouser browser
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Cellular phone networking
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Better-behaved multimedia networking
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Better game server selection
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Best-fit load balancing for a Beowulf cluster
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Automation testbed for 3Com Internet protocol testing suites
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Analyzing and simulating network game traffic
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An analysis of spam filters
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Adaptive forward error correction for MPEG streaming video
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A Symbol Spectrum24 wireless LAN device driver for Linux
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A First-person perspective virtual tour
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A Curious browser -- implicit ratings
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A Collaborative filtering system for an on-line newspaper
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The Effects of Latency and Game Device on Moving Target Selection
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Catalyst- Using Hitbox Scaling for Latency Compensation in a Cloud-based Game
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Nova - Using Temporal Scaling for Latency Compensation in a Cloud-based Game
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An A/B Testing Platform for Fastly’s Compute@Edge
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Analysis of Deadline Estimations for Time-Triggered Scheduling in Autonomous Vehicles
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Juniper- Lightweight Collector
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Attribute Scaling for Latency Compensation in Cloud Games
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An A/B Testing Platform for Fastly’s Compute@Edge
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A Pipeline for Bio-data
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A Comparison of Automatic versus Manual World Adjustment for Network Game Latency Compensation
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Towards Automatically Generating Playable Summaries
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NVIDIA: Software Safety Assurance for the Boot Power Management Processor on the Tegra SoC
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Software Safety Assurance for the Boot Power Management Processor on NVIDIA’s Tegra SoC
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A Constraint Language for Feature-Oriented Security Policies using SMT
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Detonicon - A Networked Game Utilizing AI to Study the Effects of Latency Compensation
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Babies & Basilisks: An Asymmetric VR Party Game
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A Language for Feature-Oriented Security Policies using SMT
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Automating Network Support Systems with the Juniper Lightweight Collector
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Software Improvements to Assist Development of Tegra System Software
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Time Warp and Prediction Analysis in a Top-Down Shooter Game
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Reckoning: 2.5D Western Side-scroller
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The Effects of Latency in Commercial Cloud Video Gaming Services
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The Effects of Exercise on Cognitive Performance
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An Investigation into the Effects of Traumatic Brain Injury on Speech and Gait
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An Evaluation of Zoom and Microsoft Teams Video Conferencing Software with Network Packet Loss and Latency
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360 Gunner - A 2D platformer to evaluate network latency compensation
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Adaptive Bitrate Streaming in Cloud Gaming
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AN ANALYSIS OF PLAYABILITY AND FAIRNESS FOR GROUP GAME SERVER SELECTION
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Analysis of Data Gathered from League of Legends and the Riot Games API
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Applying Game UX Techniques to Network Security Tools
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Broken World: A Massively Multiplayer Online Game
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CounterMeasures: An Interactive Game for Security Training
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