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Action specific Massive Multiplayer Online Role Playing Games traffic analysis: Case study of World of Warcraft (CROSBI ID 541219)

Prilog sa skupa u zborniku | izvorni znanstveni rad | međunarodna recenzija

Sužnjević, Mirko ; Matijašević, Maja ; Dobrijević, Ognjen Action specific Massive Multiplayer Online Role Playing Games traffic analysis: Case study of World of Warcraft // Proceedings of the 7th ACM SIGCOMM workshop on Network and Systems Support for Games / Claypool, Mark (ur.). New York (NY): The Association for Computing Machinery (ACM), 2008. str. 106-107

Podaci o odgovornosti

Sužnjević, Mirko ; Matijašević, Maja ; Dobrijević, Ognjen

engleski

Action specific Massive Multiplayer Online Role Playing Games traffic analysis: Case study of World of Warcraft

In Massive Multiplayer Online Role Playing Games (MMORPGs) players can perform various actions in the virtual world. We try to answer the question how is generated network traffic, and to what extent, dependent of the action that player performs and overall context/situation in the virtual world. We have divided action types in four major categories: questing, trading, raiding, and player versus player (PvP) combat. We have carried out action-specific measurements of the network traffic for the World of Warcraft (WoW) game and gathered 1.28 GB of data on which the analysis was performed. The traffic analysis included network bandwidth usage, packet payload size, percentage of data packets in the total traffic, packet rate, and packet interarrival and interdeparture times. While the category of PvP combat has highest overall demands on the client side traffic, raiding imposes highest demands on the server side. Trading showed lowest demands on the both sides in almost all categories of the analysis.

Measurement; Virtual World; MMORPG; Network Performance Measurement

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Podaci o prilogu

106-107.

2008.

objavljeno

Podaci o matičnoj publikaciji

Proceedings of the 7th ACM SIGCOMM workshop on Network and Systems Support for Games

Claypool, Mark

New York (NY): The Association for Computing Machinery (ACM)

978-1-60558-132-3

Podaci o skupu

The 7th ACM SIGCOMM workshop on Network and Systems Support for Games (NetGames) 2008

poster

21.10.2008-22.10.2008

Worcester (MA), Sjedinjene Američke Države

Povezanost rada

Elektrotehnika, Računarstvo

Poveznice