IBM System Journal Volume 45, Number 1, 2006 – Online Game Technology
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On demand operating environment for games
On demand platform for online games
A. Shaikh, S. Sahu, M.-C. Rosu, M. Shea, and D. Saha
p. 7
G. Deen, M. Hammer, J. Bethencourt, I. Eiron, J. Thomas, and J. H. Kaufman
p. 21
System-performance modeling for massively multiplayer online role-playing games
M. Ye and L. Cheng
p. 45
Deep computing for games
A. E. Eichenberger, J. K. O’Brien, K. M. O’Brien, P. Wu, T. Chen, P. H. Oden, D. A. Prener, J. C. Shepherd, B. So, Z. Sura, A. Wang, T. Zhang, P. Zhao, M. K. Gschwind, R. Archambault, Y. Gao, and R. Koo
p. 59
MPI microtask for programming the Cell Broadband Engine™ processor
M. Ohara, H. Inoue, Y. Sohda, H. Komatsu, and T. Nakatani
p. 85
High-performance server systems and the next generation of online games
B. D’Amora, A. Nanda, K. Magerlein, A. Binstock, and B. Yee
p. 103
Business integration for games
G. Myles and S. Nusser
p. 119
A context-aware smart-call-center solution: Improving customer service for online games
L. Luo, J. Liu, L. Shao, W. Lu, and M. Ye
p. 145
C. E. Sharp and M. Rowe
p. 161