A relative delay minimization scheme for multiplayer gaming in differentiated services networks. - Brian Carrig; David Denieffe; John Murphy 001 (NETGAMES, 2006)

A User-Controlled Priority Selection Strategy for Multiplayer Games. - Brian Carrig; David Denieffe; John Murphy 001 (CCNC, 2007)

A Congestion-Only Charging Mechanism for Multiplayer Gaming in Differentiated Services Networks. - Brian Carrig; David Denieffe; John Murphy 001 (GLOBECOM, 2007)

A Non-Elevated Scheduling Solution for First Person Shooter Games in IEEE 802.11 Networks. - Brian Carrig; David Denieffe; John Murphy 001 (GLOBECOM, 2007)

Influence of mobile user velocity on data transfer in a multi-network wireless environment. - Tim Casey; David Denieffe; Gabriel-Miro Muntean (MWCN, 2007)

Supporting First Person Shooter Games in Wireless Local Area Networks. - Brian Carrig; David Denieffe; John Murphy 001 (PIMRC, 2007)

Congestion-only charging: a novel pricing mechanism for use in differentiated services networks. - Brian Carrig; David Denieffe; John Murphy 001 (QSHINE, 2007)

Subjective-based quality assessment for online games. - Dorel Picovici; David Denieffe; Zenun Kastrati (SimuTools, 2010)