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Game time modelling for cheating detection in P2P MOGs

机译:P2P MOG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

”。正是电子参与的速度创造了私人和公众意识的整体。我们今天生活在信息和通信时代,因为电子媒体即刻发挥作用,不断创造一个全人类参与的互动事件的总领域”,Marshall McLuhan,《理解媒体》,1964年,第1页。 248.在过去的几十年中,计算机和通信领域发生了一场革命。曾经占据整个房间的机器已经转移到台式机,膝上和手掌上,变成衣服本身。现在,独立系统可以彼此联网,并且可以跨很远距离使用各种不同的设备。这场革命的后果之一是新媒体技术的爆炸式增长。新媒体是20世纪末技术,知识和文化创新产生的主要发展之一。

新媒体的意义远不止是电信,传统媒体和信息技术的融合。计算。使用马歇尔·麦克卢汉(Marshall McLuhan)将媒体定义为“人类的延伸”,新媒体包括了我们作为人类可以将我们的感官和大脑扩展到世界的所有各种形式。它包含了新技术,这些新技术使我们能够促进这种新的通信,并以自然,人性化的方式与机器以及使用触摸,视觉,声音和触摸等各种手势进行远距离其他人交互的方式进行交互。甚至闻到。因此,新媒体包括人与人之间,文化与种族之间,人与机器之间以及机器与媒体之间进行交流的新途径,它将以人类与人类之间新型共生的形式在人类生活的各个方面带来根本性的发展。计算机,人与人之间交流的新方式以及社会组织和互动的新形式。它将推动金融,通信,制造业,商业,政府管理,社会基础设施,娱乐,培训和教育领域的一场革命。了解和促进新媒体技术的发展以及思想开放的创新实验。其中之一是网络计算机娱乐。电子游戏是20年前的一种好奇,如今已成为最受欢迎的娱乐形式之一,并且是全球文化的普遍组成部分。游戏的普遍性和发展要求我们不仅将它们理解为商业产品,而且还需要从许多角度对其进行欣赏。游戏是美学的对象,学习环境,技术构造和文化现象等等。在本次研讨会中,我们旨在促进有关网络游戏技术的深入研究讨论,并将来自世界各地的研究人员联系起来。我们希望对互动网络游戏技术进行富有成果的讨论,以期获得更自由的探索和跨学科的合作。

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