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        <title>IP Media Monitor: GAMING - whitepapers</title>
        <description>IP Media Channal RSS 2.0  Feed</description>
        <link>http://www.ipmediamonitor.com/</link>
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            <title>IP Media Monitor</title>
            <link>http://www.ipmediamonitor.com</link>
            <description>Feed provided by ipmediamonitor.com. Click to visit.</description>
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        <item>
            <title>Xbox Live Logo Compatible Program Overview</title>
            <link>http://www.itpapers.com/whitepaper.aspx?dtid=1&amp;docid=92291</link>
            <description>This paper provides information about the Microsoft Xbox Live Logo Compatible program. It provides an overview for Internet Service Providers (ISPs), router and home gateway vendors of the program and some details of the Xbox Live logo compatible requirements. As with the Router Logo Program, the goal of the ISP Logo Program is to ensure the ultimate connectivity solution (functionality and messaging) for the ultimate gaming service. This goal is achieved by first establishing a partnership with premier, business critical (high market share) Internet service providers.</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Guidelines for Home Networking Components to Support Audio and Video Streaming</title>
            <link>http://www.itpapers.com/whitepaper.aspx?dtid=1&amp;docid=92550</link>
            <description>Microsoft Windows XP Media Center, Windows Media Center Extender, and Windows Media Center Extender for Xbox enable customers to watch live and recorded TV, movies, photos, and listen to the radio and music on a television in a separate room, using IP protocols over an Ethernet or wireless network. Audio and video (AV) streaming can put a large burden on a home network, especially a wireless network. This paper provides guidelines for the required network hardware devices such as switches, access points, network adapters, and drivers to ensure an optimal experience for streaming AV in the home.</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>The Playstation2 vs. the PC: a System-level Comparison of Two 3D Platforms</title>
            <link>http://www.itpapers.com/whitepaper.aspx?dtid=1&amp;docid=7942</link>
            <description>In this article, I want to try and get a handle on some of the aspects of the PS2 that make it so fundamentally different from the current crop of PCs, and in the process shed some light on the difficulties developers will face in going from the PC to the PS2. Specifically, I'll look at the overall designs of the PS2 and PC, and explain how the demands of dynamic media processing have caused the design of the PS2 architecture to differ from the PC's to the point where developers will have to rethink how they move code and data around to render a 3D environment.</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Router, AP, and Residential Gateway Implementation Guide</title>
            <link>http://www.itpapers.com/whitepaper.aspx?dtid=1&amp;docid=150400</link>
            <description>Windows Vista delivers a number of new and enhanced experiences for home networks, including ease of setup, ease of use, and distribution of digital media throughout the home. Devices that meet the requirements outlined in this paper will deliver the best experience with Windows Vista and other Microsoft products, including Microsoft Xbox and Windows Media Center Extender, and will receive the benefits of the Windows Vista Logo Program. This paper describes the requirements and implementation details for Consumer and Small Business routers, wireless LAN access points (WLAN APs), and residential gateways to interoperate with the Microsoft Windows Vista operating system.</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Enumservice Registration for Session Initiation Protocol (SIP) Addresses-of-Record</title>
            <link>http://www.itpapers.com/whitepaper.aspx?dtid=1&amp;x=40&amp;docid=114621</link>
            <description>SIP (Session Initiation Protocol) is a text-based application protocol that allows endpoints on the Internet to discover one another in order to exchange context information about a session they would like to share. Common forms of communication that are set up by SIP include Internet telephony, instant messaging, video, Internet gaming and other forms of real-time communications.</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>High-Performance Server Systems and the Next Generation of Online Games</title>
            <link>http://www.itpapers.com/whitepaper.aspx?&amp;dtid=1&amp;kw=%5C%22online+games%5C%22&amp;docid=167294</link>
            <description>Developing a massively multiplayer online game which utilizes physically based simulation to provide realistic behaviors requires numerical integration functions with inherently high computational costs. This simulation, performed on the individual clients of a peer-to-peer networked game or for a client/server online game, presents challenges due to many factors, including limited computing resources at the client level and network latency in the propagation of a client's state to other clients. This paper explores how a game developer who is aware of these issues might create a game for IBM's recently announced Cell Broadband Engine processor.</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>A Context-Aware Smart-Call-Center Solution: Improving Customer Service for Online Games</title>
            <link>http://www.itpapers.com/whitepaper.aspx?&amp;dtid=1&amp;kw=%5C%22online+games%5C%22&amp;docid=167267</link>
            <description>Call centers play an important role in the online game industry, using automatic call navigation, information integration, and human agent communication to provide interactive services to assist customers. The unique nature of the online game experience has led to new requirements for the call center communication model. This paper proposes a context-aware smart-call-center solution which increases customer satisfaction and provides cost savings to online game operators. By leveraging VoIP (Voice over Internet Protocol) technology and transmitting contextual information for the player and the game, the smart call center enables a context-aware service capability, helping call-center agents to provide efficient customer support and reducing overall service time and the number of call-center agents.</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>A Challenge for Reusing Multiplayer Online Games Without Modifying Binaries</title>
            <link>http://www.itpapers.com/whitepaper.aspx?&amp;dtid=1&amp;kw=%5C%22online+games%5C%22&amp;docid=167251</link>
            <description>This paper advocates the problem of reusing Multiplayer Online Game (MOG) in Client-Server (C/S) architecture. The problem is that MOG services cannot continue to be provided because of high maintenance cost for operating game servers. Additionally, it is caused by the decreasing service users who getting tired of the game and game providers who have faced difficulties in collecting charge of the game service. This paper describes a challenging method for solving the problem. The solution provides a middleware which is inserted under the game applications to switch network architecture from C/S to Peer-to-Peer (P2P).</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Exploring User Experience in &quot;Blended Reality&quot;: Moving Interactions Beyond the Screen</title>
            <link>http://www.itpapers.com/whitepaper.aspx?&amp;dtid=1&amp;kw=%5C%22video+games%5C%22&amp;docid=171425</link>
            <description>In many video games, players map their physical actions to control their on-screen avatars. In this work, the authors removed this mapping by applying screen display as a &quot;Window&quot; through which virtual objects enter the player's physical space and the player interact with them directly without the mediation of an avatar. The authors define this interaction as &quot;Blended Reality&quot; (BR) and designed, developed, and evaluated a BR game prototype called &quot;Apple Yard.&quot; A camera was used to track the positions of the player's eyes and wand. The 3D game scene was rendered view-dependently to create the illusion of looking through a window. A user experiment conducted on the prototype showed BR's potential in camera-based entertainment.</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Content Filtering With Integrated Blue Coat WebFilter for ProxySG</title>
            <link>http://www.itpapers.com/whitepaper.aspx?&amp;dtid=1&amp;kw=%5C%22online+games%5C%22&amp;docid=169660</link>
            <description>Countless Internet-based distractions compete for employee time in the workplace. Non-work related activities including online games, Internet shopping, stock trading, Internet radio, personal Web mail and MP3 downloads lure users away from company work and expose the company to spyware and other viral threats. Now, more that ever, risks and threats originate from inside the network. Organizations need to increase productivity by preventing inappropriate content from being available in the work environment. The ProxySG and Blue Coat WebFilter enable organizations to manage, secure and accelerate Web-based content. Blue Coat integrates scalability, performance and Web content protection with a high quality URL database.</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>On the 802.11 Turbulence of Nintendo DS and Sony PSP Hand-Held Network Games</title>
            <link>http://www.itpapers.com/whitepaper.aspx?&amp;dtid=1&amp;kw=nintendo&amp;docid=178349</link>
            <description>The growth in computer games and wireless networks has catalyzed the production of a new generation of hand-held game consoles that support multi-player gaming over IEEE 802.11 networks. Understanding the traffic characteristics of network games running on these new hand-helds is important for building traffic models and adequately planning wireless network infrastructures to meet future demand. This paper examines the traffic characteristics of IEEE 802.11 network games on the Nintendo DS and the Sony PSP. Analysis of a variety of games from several different genres shows that despite some overall similarities, most of the games have significantly different network characteristics.</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Xbox Live Logo Compatible Program Overview</title>
            <link>http://www.itpapers.com/whitepaper.aspx?&amp;dtid=1&amp;kw=Xbox&amp;docid=92291</link>
            <description>This paper provides information about the Microsoft Xbox Live Logo Compatible program. It provides an overview for Internet Service Providers (ISPs), router and home gateway vendors of the program and some details of the Xbox Live logo compatible requirements. As with the Router Logo Program, the goal of the ISP Logo Program is to ensure the ultimate connectivity solution (functionality and messaging) for the ultimate gaming service. This goal is achieved by first establishing a partnership with premier, business critical (high market share) Internet service providers.</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>A Challenge for Reusing Multiplayer Online Games Without Modifying Binaries</title>
            <link>http://www.itpapers.com/whitepaper.aspx?&amp;dtid=1&amp;kw=P2P&amp;docid=167251</link>
            <description>This paper advocates the problem of reusing Multiplayer Online Game (MOG) in Client-Server (C/S) architecture. The problem is that MOG services cannot continue to be provided because of high maintenance cost for operating game servers. Additionally, it is caused by the decreasing service users who getting tired of the game and game providers who have faced difficulties in collecting charge of the game service. This paper describes a challenging method for solving the problem. The solution provides a middleware which is inserted under the game applications to switch network architecture from C/S to Peer-to-Peer (P2P).</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Online Game Infrastructures</title>
            <link>http://www.knowledgestorm.com/ActivityServlet?ksAction=optInReq&amp;solId=87700&amp;viewed=&amp;leadSource=&amp;referer=DOCUMENT_ABSTRACT_PAGE&amp;trkpg=abstract_related_gotodocbottom</link>
            <description>The business of the online games industry is a complex one, requiring the input and integration of many variables -- people, business conditions, product goals, and more -- to create, implement, and distribute a successful online game. Senior IT architect Veronika Megler ignites the first of a five-part series that focuses on infrastructure providers for online games. The series illustrates the state of the industry today and demonstrates how to develop a high-level business description and how to identify the all-important business patterns. The author offers eight steps towards this goal.</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
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