{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,2,14]],"date-time":"2026-02-14T02:51:42Z","timestamp":1771037502738,"version":"3.50.1"},"reference-count":42,"publisher":"Association for Computing Machinery (ACM)","issue":"3","license":[{"start":{"date-parts":[[2011,8,1]],"date-time":"2011-08-01T00:00:00Z","timestamp":1312156800000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"funder":[{"DOI":"10.13039\/501100002920","name":"Research Grants Council, University Grants Committee, Hong Kong","doi-asserted-by":"publisher","award":["CityU 116008"],"award-info":[{"award-number":["CityU 116008"]}],"id":[{"id":"10.13039\/501100002920","id-type":"DOI","asserted-by":"publisher"}]}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["ACM Trans. Multimedia Comput. Commun. Appl."],"published-print":{"date-parts":[[2011,8]]},"abstract":"<jats:p>\n            In recent years, online gaming has become very popular. In contrast to stand-alone games, online games tend to be large-scale and typically support interactions among users. However, due to the high network latency of the Internet, smooth interactions among the users are often difficult. The huge and dynamic geometry data sets also make it difficult for some machines, such as handheld devices, to run those games. These constraints have stimulated some research interests on online gaming, which may be broadly categorized into two areas:\n            <jats:italic>technological support<\/jats:italic>\n            and\n            <jats:italic>user-perceived visual quality<\/jats:italic>\n            . Technological support concerns the performance issues while user-perceived visual quality concerns the presentation quality and accuracy of the game. In this article, we propose a game-on-demand engine that addresses both research areas. The engine distributes game content progressively to each client based on the player's location in the game scene. It comprises a two-level content management scheme and a prioritized content delivery scheme to help identify and deliver relevant game content at appropriate quality to each client dynamically. To improve the effectiveness of the prioritized content delivery scheme, it also includes a synchronization scheme to minimize the location discrepancy of avatars (game players). We demonstrate the performance of the proposed engine through numerous experiments.\n          <\/jats:p>","DOI":"10.1145\/2000486.2000493","type":"journal-article","created":{"date-parts":[[2011,9,6]],"date-time":"2011-09-06T15:10:32Z","timestamp":1315321832000},"page":"1-22","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":20,"title":["Game-on-demand:"],"prefix":"10.1145","volume":"7","author":[{"given":"Frederick W. B.","family":"Li","sequence":"first","affiliation":[{"name":"Durham University, Durham, UK"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Rynson W. H.","family":"Lau","sequence":"additional","affiliation":[{"name":"City University of Hong Kong, HK"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Danny","family":"Kilis","sequence":"additional","affiliation":[{"name":"Morgan Stanley Information Technology (Shanghai), Shanghai, China"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Lewis W. F.","family":"Li","sequence":"additional","affiliation":[{"name":"City University of Hong Kong, HK"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"320","published-online":{"date-parts":[[2011,9,2]]},"reference":[{"key":"e_1_2_1_1_1","volume-title":"Proceedings of the International Conference on Image Processing (ICIP'99)","volume":"2","author":"Balmelli L."},{"key":"e_1_2_1_2_1","doi-asserted-by":"publisher","DOI":"10.1145\/356842.356846"},{"key":"e_1_2_1_3_1","volume-title":"Proceedings of the Game Developers Conference.","author":"Bernier Y.","year":"2001"},{"key":"e_1_2_1_4_1","doi-asserted-by":"publisher","DOI":"10.1504\/IJAMC.2008.022219"},{"key":"e_1_2_1_5_1","volume-title":"Proceedings of the IEEE Pacific Rim Conference on Multimedia. 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Using a position history-based protocol for distributed object visualization. Tech. rep. CS-TR-94--1505 Department of Computer Science Stanford University.   Singhal S. and Cheriton D. 1994. Using a position history-based protocol for distributed object visualization. Tech. rep. CS-TR-94--1505 Department of Computer Science Stanford University.","DOI":"10.21236\/ADA326089"},{"key":"e_1_2_1_34_1","unstructured":"Singhal S. and Zyda M. 1999. Networked Virtual Environments: Design and Implementation. Addison Wesley Reading MA.   Singhal S. and Zyda M. 1999. Networked Virtual Environments: Design and Implementation. Addison Wesley Reading MA."},{"key":"e_1_2_1_35_1","unstructured":"Second Life. secondlife.com.  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