Integrating centralized and peer-to-peer architectures to support interest management in massively multiplayer on-line games

2014 ◽  
Vol 27 (13) ◽  
pp. 3362-3382 ◽  
Author(s):  
Emanuele Carlini ◽  
Laura Ricci ◽  
Massimo Coppola
10.28945/2565 ◽  
2002 ◽  
Author(s):  
Griff Richards ◽  
Rory McGreal ◽  
Norm Friesen

Repositories provide mechanisms to encourage the discovery, exchange and re-use of learning objects. This paper describes Portals for On-line Objects in Learning (POOL), a consortium project of the TeleLearning NCE to build a learning object repository scalable to the national level. Funded in part by the Canarie Learning Program, POOL contributes to the development of two focal technologies: “POOL POND and SPLASH” a distributed architecture for a peer-to-peer network of learning object repositories, and CanCore, a practical metadata protocol for cataloguing learning objects.


Author(s):  
Jeremy Kackley ◽  
◽  
Matthew Gambrell ◽  
Jean Gourd ◽  

Developing broadband and internet technologies offers possibilities for new ways of minimizing the server bottleneck in online gaming as well as an increase in response and reliability. We look at a peer-to-peer (P2P) approach to circumnavigate some of the reliance on the central server and propose a protocol designed to increase responsiveness and reliability – which is also useful in meeting the unique requirements of a P2P approach.


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