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Browsing by Author "Papazois, Andreas"

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    The community network game project: Enriching online gamers experience with user generated content.
    (International Academy, Research and Industry Association (IARIA), 2010-11) Ahmad, Shakeel; Bouras, Christos; Hamzaoui, Raouf; Papazois, Andreas; Perelman, Erez; Shani, Alex; Simon, Gwendal; Tsichritzis, George
    One of the most attractive features of Massively Multiplayer Online Games (MMOGs) is the possibility for users to interact with a large number of other users in a variety of collaborative and competitive situations. Gamers within an MMOG become members of active communities with common interests and shared adventures. The EU-funded Community Network Game (CNG) project will provide MMOG players new tools for the generation, distribution, and insertion of user generated content (UGC) without changing the game code and without adding new processing or network loads to the MMOG central servers. The UGC considered by the CNG project includes 3D objects and graphics as well as video. We present the objectives of the project, focusing on its main scientific and technological contributions.
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    Community tools for massively multiplayer online games
    (2011-11) Ahmad, Shakeel; Bouras, Christos; Hamzaoui, Raouf; Liu, Jiayi; Papazois, Andreas; Perelman, Erez; Shani, Alex; Simon, Gwendal; Tsichritzis, George
    One of the most attractive features of Massively Multiplayer Online Games (MMOGs) is the possibility for users to interact with a large number of other users in a variety of collaborative and competitive situations. Gamers within an MMOG typically become members of active communities with mutual interests, shared adventures, and common objectives. We present the EU funded Community Network Game (CNG) project. The CNG project provides tools to enhance collaborative activities between online gamers and offers new tools for the generation, distribution and insertion of user-generated content in MMOGs. CNG allows the addition of new engaging community services without changing the game code and without adding new processing or network loads to the MMOG central servers. The user-generated content considered by the CNG project includes 3D objects and graphics, as well as screen-captured live video of the game, which is shared using peer-to-peer technology. We survey the state of the art in all areas related to the project and present its concept, objectives, and innovations.
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    Evaluating P2P Live Streaming Systems: the CNG Case
    (2011-08) Ahmad, Shakeel; Bouras, Christos; Buyukkaya, Eliya; Hamzaoui, Raouf; Kapoulas, Vaggelis; Papazois, Andreas; Shani, Alex; Simon, Gwendal
    Many peer-to-peer (P2P) systems have been proposed for the provision of scalable live video streaming services over the Internet. While the literature contains surveys of the architectures of these systems, there is a lack of work on methodologies for their evaluation. We identify the main issues in the evaluation of P2P live streaming systems and use the Community Network Game (CNG) project as an example to illustrate them. The evaluation of the P2P system consists of two phases: a laboratory one using the ns-2 network simulator and an online field test with Massively Multiplayer Online Games (MMOG) players.
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    ItemOpen Access
    Peer-to-peer live streaming for massively multiplayer online games
    (IEEE, 2012-09) Ahmad, Shakeel; Bouras, Christos; Buyukkaya, Eliya; Hamzaoui, Raouf; Papazois, Andreas; Shani, Alex; Simon, Gwendal; Zhou, Fen
    One of the most attractive features of Massively Multiplayer Online Games (MMOGs) is the possibility for users to interact with a large number of other users in a variety of collaborative and competitive situations. Gamers within an MMOG typically become members of active communities with mutual interests, shared adventures, and common objectives. This demonstration presents a peer-to-peer live video system that enables MMOG players to stream screen-captured video of their game. Players can use the system to show their skills, share experience with friends, or coordinate missions in strategy games.
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    Peer-to-Peer Live Video Streaming with Rateless Codes for Massively Multiplayer Online Games
    (http://hdl.handle.net/2086/12467, 2016-08-19) Ahmad, Shakeel; Bouras, Christos; Buyukkaya, Eliya; Dawood, Muneeb; Hamzaoui, Raouf; Kapoulas, Vaggelis; Papazois, Andreas; Simon, Gwendal
    We present a multi-level multi-overlay hybrid peer-to-peer live video system that enables players of Massively Multiplayer Online Games to simultaneously stream the video of their game and watch the game videos of other players. Each live video bitstream is encoded with rateless codes and multiple trees are used to transmit the encoded symbols. Trees are constructed dynamically with the aim to minimize the transmission rate at the source while maximizing the number of served peers and guaranteeing on-time delivery and reliability. ns-2 simulations and real measurements on the Internet show competitive performance in terms of start-up delay, playback lag, rejection rate, used bandwidth, continuity index, and video quality.
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