Alexander Ploss

Affiliations:
  • University of Münster, Germany


According to our database1, Alexander Ploss authored at least 23 papers between 2005 and 2013.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

Online presence:

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Bibliography

2013
A persistent data storage design for real-time interactive applications.
Proceedings of the IEEE 12th International Conference on Intelligent Software Methodologies, 2013

The problem of data persistency in distributed real-time interactive applications.
Proceedings of the IEEE 7th International Conference on Intelligent Data Acquisition and Advanced Computing Systems, 2013

2012
Towards bringing real-time online applications on Clouds.
Proceedings of the International Conference on Computing, Networking and Communications, 2012

2011
Software Development for Real-Time Online Interactive Applications on Clouds.
Proceedings of the New Trends in Software Methodologies, Tools and Techniques, 2011

Improving the concurrent updates of replicated global objects in multi-server virtual environments.
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques, 2011

A Dynamic Resource Management System for Real-Time Online Applications on Clouds.
Proceedings of the Euro-Par 2011: Parallel Processing Workshops - CCPI, CGWS, HeteroPar, HiBB, HPCVirt, HPPC, HPSS, MDGS, ProPer, Resilience, UCHPC, VHPC, Bordeaux, France, August 29, 2011

Accelerating multi-user online games on multi-core systems using dependents.
Proceedings of the 2011 IEEE Consumer Communications and Networking Conference, 2011

Efficient dynamic communication for real-time online interactive applications in heterogeneous environments.
PhD thesis, 2011

2010
Netlag: a performance evaluation tool for massively multi-user networked applications.
Proceedings of the 19th ACM International Symposium on High Performance Distributed Computing, 2010

Towards the Scalability of Real-Time Online Interactive Applications on Multiple Servers and Clouds.
Proceedings of the High Performance Computing: From Grids and Clouds to Exascale, 2010

Scalable Distributed Simulation of Large Dense Crowds Using the Real-Time Framework (RTF).
Proceedings of the Euro-Par 2010 - Parallel Processing, 16th International Euro-Par Conference, Ischia, Italy, August 31, 2010

2009
Towards a Scalable Real-Time Cyberinfrastructure for Online Computer Games.
Proceedings of the 15th IEEE International Conference on Parallel and Distributed Systems, 2009

A Service-Oriented Interface for Highly Interactive Distributed Applications.
Proceedings of the Euro-Par 2009, 2009

2008
High-Level Development of Multiserver Online Games.
Int. J. Comput. Games Technol., 2008

User-Oriented Software Development for Real-Time Online Applications.
Proceedings of the New Trends in Software Methodologies, Tools and Techniques, 2008

A Case Study on Using RTF for Developing Multi-player Online Games.
Proceedings of the Euro-Par 2008 Workshops, 2008

Enhancing Grids for Massively Multiplayer Online Computer Games.
Proceedings of the Euro-Par 2008, 2008

A Grid Environment For Real-Time Multiplayer Online Games.
Proceedings of the Grid Computing, 2008

From a single- to multi-server online game: a Quake 3 case study using RTF.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2008

2007
RTF: a real-time framework for developing scalable multiplayer online games.
Proceedings of the 6th Workshop on Network and System Support for Games, 2007

Towards a High-level design Approach for Multi-Server Online Games.
Proceedings of the GAMEON'2007, 2007

2005
Rokkatan - ein massiv mehrspielerfähiges Echtzeitspiel.
Proceedings of the Informatiktage 2005, 2005

Rokkatan: scaling an RTS game design to the massively multiplayer realm.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005


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