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Game time modelling for cheating detection in P2P MOGs

机译:P2P沼泽中作弊检测的游戏时间建模

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Welcome to Netgames 2006 >". . . it is the speed of electric involvement that creates the integral whole of both private and public awareness. We live today in the Age of Information and of Communication because electric media instantly and constantly create a total field of interacting events in which all men participate", Marshall McLuhan, Understanding Media, 1964, p. 248.Over the past few decades there has been a revolution in computing and communication. Machines that once occupied whole rooms have moved to the desktop, the lap and palmand into clothing itself. Standalone systems are now network with each other and a wide range of different devices across vast distances. One of the consequences this revolution is an explosion in New Media technologies. New media is one of the main developments that emerged as a product of the technological, intellectual, and cultural innovations of the late 20th century. >New Media means much more than the convergence of telecommunications, traditional media, and computing. Using Marshall McLuhan's definition of media as an 'extension of man', new media includes all the various forms in which we as humans can extend our senses and brains into the world. It includes new technologies that allow us to facilitate this new communications, and to create natural and humanistic ways of interfacing with machines, as well as other people remotely over large distances using the full range of human gestures such as touch, sight, sound, and even smell. Thus, new media includes newways of communication between people, between cultures and races, between humans andmachines, and between machines and media is that it will bring about radical developments in every aspect of human lives in the form of new kinds of symbioses between humans and computers, new ways of communicationbetween people, and new forms of social organization and interaction. It will drive a revolution in finance, communications, manufacturing, business, government administration, societalinfrastructure, entertainment, training and education. >In order for countries to flourish commercially and culturally in the new millennium it is necessary for them to understand and foster growth of New Media technologies, and open-minded creative experimentations. One of these is networked computer entertainment. Electronic gaming, a curiosity twenty years ago, is now one of the most popular forms of entertainment and a pervasive component of global culture. The ubiquity and growth of games requires that we understand them not just as commercial products, but that we appreciate them from many points of view. Games are aesthetic objects, learning contexts, technical constructs and cultural phenomena, among many other things. In this workshop we aim to promote deep research discussions about network game technology and link researchers from around the world. We hope there will be fruitful discussion on the interactive network game technologies for the benefit of freer exploration and interdisciplinarycollaboration.
机译:欢迎来到Netgames 2006 >“。。。它是电力参与的速度,创造了私人和公众意识的整体整体。我们今天在信息时期生活和沟通,因为电动媒体立即和电动媒体不断创建所有男人参与的互动事件的总领域“,Marshall Mcluhan,了解媒体,1964,p。过去几十年来,在计算和沟通中一直存在革命。占用的机器整个房间已经搬到了桌面,膝盖和棕榈叶进入衣服本身。独立系统现在是彼此网络的网络,横跨距离各种不同的设备。这场革命的后果之一是新媒体技术的爆炸性。新媒体是作为20世纪后期技术,智力和文化创新的产品的主要发展之一。 >新媒体意味着远远超过电信,传统媒体和计算。使用Marshall Mcluhan对媒体的定义作为“人类的延伸”,新媒体包括我们作为人类的所有形式,我们可以将我们的感官和大脑扩展到世界上。它包括允许我们促进这种新通信的新技术,并创造与机器的自然和人性化方式,以及使用触摸,视觉,声音等全方位的人类手势远程远程远程远程远程。甚至气味。因此,新媒体包括人们之间的沟通,文化和种族之间的沟通,人类和媒体之间,以及机器和媒体之间的文化和比赛之间的沟通是它将在人类和人类之间的新种类中的人类生活中的各个方面带来激进的发展。计算机,通信的新方法,以及新形式的社会组织和互动。它将推动金融,通信,制造,商业,政府管理,苏比林税收,娱乐,培训和教育的革命。 >为了各国在新千年中商业和文化繁殖,这是他们的了解和促进新媒体技术的增长,以及开放的创造性实验。其中一个是网络计算机娱乐。电子游戏,二十多年前的好奇心,现在是最受欢迎的娱乐形式之一和全球文化的普遍组成部分。游戏的无处不经劲和增长要求我们不仅仅是商业产品,而是从许多角度感到欣赏他们。游戏是审美对象,学习背景,技术构建和文化现象,其中许多其他事情。在本讲习班中,我们的目标是促进关于网络游戏技术的深度研究和来自世界各地的研究人员。我们希望有富有成效的讨论互动网络游戏技术,以获得自由探索和跨学科的互动。

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