| Paper Abstract and Keywords |
| Presentation |
2017-11-17 14:00
[Invited Talk]
Difference in delay trend in Broadband, Mobile Broadband environment as seen from Game Cleint and its countermeasure
-- Problems occurring in the actual scene and examples of coping with it -- Motohiko Sato (KONAMI) IN2017-45 MoNA2017-23 CNR2017-22 |
| Abstract |
(in Japanese) |
(See Japanese page) |
| (in English) |
Due to the development and spread of Mobile Broadband, it became realistic to play online games that make large amounts of data communication on smartphones. The communication standard which became main- stream in Japan in recent years such as 4G / LTE seems not to hinder game play. However, at the actual game development scene, we encountered many troublesome problems in such environment. This time we will consider the network environment surrounding the game from the case of the game development site and the log analysis result of the title performing real time P2P communication. |
| Keyword |
(in Japanese) |
(See Japanese page) |
| (in English) |
Online Game / Broadband / Mobile Broadband / P2P / Delay Emulation / / / |
| Reference Info. |
IEICE Tech. Rep., vol. 117, no. 308, MoNA2017-23, pp. 45-50, Nov. 2017. |
| Paper # |
MoNA2017-23 |
| Date of Issue |
2017-11-09 (IN, MoNA, CNR) |
| ISSN |
Print edition: ISSN 0913-5685 Online edition: ISSN 2432-6380 |
Copyright and reproduction |
All rights are reserved and no part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, recording, or any information storage and retrieval system, without permission in writing from the publisher. Notwithstanding, instructors are permitted to photocopy isolated articles for noncommercial classroom use without fee. (License No.: 10GA0019/12GB0052/13GB0056/17GB0034/18GB0034) |
| Download PDF |
IN2017-45 MoNA2017-23 CNR2017-22 |
| Conference Information |
| Committee |
CNR IN MoNA |
| Conference Date |
2017-11-16 - 2017-11-17 |
| Place (in Japanese) |
(See Japanese page) |
| Place (in English) |
|
| Topics (in Japanese) |
(See Japanese page) |
| Topics (in English) |
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| Paper Information |
| Registration To |
MoNA |
| Conference Code |
2017-11-CNR-IN-MoNA |
| Language |
Japanese |
| Title (in Japanese) |
(See Japanese page) |
| Sub Title (in Japanese) |
(See Japanese page) |
| Title (in English) |
Difference in delay trend in Broadband, Mobile Broadband environment as seen from Game Cleint and its countermeasure |
| Sub Title (in English) |
Problems occurring in the actual scene and examples of coping with it |
| Keyword(1) |
Online Game |
| Keyword(2) |
Broadband |
| Keyword(3) |
Mobile Broadband |
| Keyword(4) |
P2P |
| Keyword(5) |
Delay Emulation |
| Keyword(6) |
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| Keyword(7) |
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| 1st Author's Name |
Motohiko Sato |
| 1st Author's Affiliation |
Konami Digital Entertainment Co., Ltd. (KONAMI) |
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| Speaker |
Author-1 |
| Date Time |
2017-11-17 14:00:00 |
| Presentation Time |
50 minutes |
| Registration for |
MoNA |
| Paper # |
IN2017-45, MoNA2017-23, CNR2017-22 |
| Volume (vol) |
vol.117 |
| Number (no) |
no.306(IN), no.308(MoNA), no.307(CNR) |
| Page |
pp.35-40(IN), pp.45-50(MoNA), pp.35-40(CNR) |
| #Pages |
6 |
| Date of Issue |
2017-11-09 (IN, MoNA, CNR) |