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 Conference Papers (Available on Advance Programs)  (Sort by: Date Descending)
 Results 1 - 9 of 9  /   
Committee Date Time Place Paper Title / Authors Abstract Paper #
HCS 2023-08-26
11:00
Hyogo
(Primary: On-site, Secondary: Online)
Psychological Characteristics of Elementary School Students Who Communicate and Contact with Online Strangers
Chiharu Suzuki (Ritsumeikan Univ.), Michiko Nakayama (Nara Women's Univ.) HCS2023-50
There have been elementary school students connecting with online strangers through Social Networking Services and onlin... [more] HCS2023-50
pp.41-46
WIT 2023-06-17
14:55
Okinawa Okinawa Industry Support Center
(Primary: On-site, Secondary: Online)
Practical online games for children with severe disabilities
Fumihito Ito (Shimane Univ.), Daiki Okui (Wingarc 1st) WIT2023-16
Online games are a tool for children to activate communication and enhance their leisure activities. On the other hand, ... [more] WIT2023-16
pp.74-75
HCGSYMPO
(2nd)
2021-12-15
- 2021-12-17
Online Online Psychophysiological study on the effect of game events generated in response to player's unconscious laughter
Mikito Fukuda, Yoshiko Arimoto (CIT)
Our goal is to build a novel interaction system that enhances the player’s experience in the virtual game environment by... [more]
HCGSYMPO
(2nd)
2020-12-15
- 2020-12-17
Online Online Effect of game events generated on unconscious emotional expression in the real world
Yoshiko Arimoto (CIT), Tamon Fukatsu (Teikyo Univ.)
For a purpose of integrating the real world and virtual world, a novel gaming interface system is developing. The system... [more]
CNR, IN, MoNA
(Joint) [detail]
2017-11-17
14:00
Fukuoka   [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
Due to the development and spread of Mobile Broadband, it became realistic to play online games that make large amounts ... [more] IN2017-45 MoNA2017-23 CNR2017-22
pp.35-40(IN), pp.45-50(MoNA), pp.35-40(CNR)
NS, IN
(Joint)
2012-03-09
13:50
Miyazaki Miyazaki Seagia Proposal and evaluation of packet scheduler to improve latency fairness
Takumi Matsui, Masayoshi Shimamura, Katsuyoshi Iida (Tokyo Tech) NS2011-257
For online game applications, the network should provide the fairness in terms of one-way delay among multiple players. ... [more] NS2011-257
pp.439-444
DC 2008-06-20
13:00
Tokyo Kikai-Shinko-Kaikan Bldg P2P Online Game Using Coterie
Shuta Asano, Hiromi Kobayashi (Tokai Univ.) DC2008-11
This paper presents a method of distributed online game using peer to peer (P2P) technology. Each peer performs a part o... [more] DC2008-11
pp.1-6
DC 2008-06-20
13:25
Tokyo Kikai-Shinko-Kaikan Bldg Online Game Protocol for P2P Using Byzantine Agreement
Daisuke Wada, Hiromi Kobayashi (Tokai Univ.) DC2008-12
This paper presents an online game protocol to prevent dishonest activity called time-cheat for peer to peer (P2P) netwo... [more] DC2008-12
pp.7-12
RCS, AN
(Joint)
2007-08-23
14:40
Niigata Niigata University Application-Level QoS Assessment of an Interactive On-Line Game over an Ad Hoc Network with Link Quality-Based Routing
Toshiro Nunome, Takayuki Kamezawa, Shuji Tasaka (Nagoya Inst. of Tech.) AN2007-23
This report studies an interactive on-line game over an ad hoc network with the Link Quality-based Hybrid Routing (LQHR)... [more] AN2007-23
pp.49-54
 Results 1 - 9 of 9  /   
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