Vlad Nae

According to our database1, Vlad Nae authored at least 27 papers between 2007 and 2014.

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

Timeline

Legend:

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PhD thesis 
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Links

On csauthors.net:

Bibliography

2014
SLA-based operations of massively multiplayer online games in clouds.
Multim. Syst., 2014

Multi-objective energy-efficient workflow scheduling using list-based heuristics.
Future Gener. Comput. Syst., 2014

Evaluating Energy Efficiency of Gigabit Ethernet and Infiniband Software Stacks in Data Centres.
Proceedings of the 7th IEEE/ACM International Conference on Utility and Cloud Computing, 2014

2013
A framework for region-based instrumentation of energy consumption of program executions.
Proceedings of the IECON 2013, 2013

Multi-objective Workflow Scheduling: An Analysis of the Energy Efficiency and Makespan Tradeoff.
Proceedings of the 13th IEEE/ACM International Symposium on Cluster, 2013

Autonomic operation of massively multiplayer online games in clouds.
Proceedings of the ACM Cloud and Autonomic Computing Conference, 2013

SLA-based operation of massively multiplayer online games in competition-based environments.
Proceedings of the International C* Conference on Computer Science & Software Engineering, 2013

Autonomous massively multiplayer online game operation on unreliable resources.
Proceedings of the International C* Conference on Computer Science & Software Engineering, 2013

2012
Massively Multiplayer Online Games on unreliable resources.
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games, 2012

2011
Dynamic Resource Provisioning in Massively Multiplayer Online Games.
IEEE Trans. Parallel Distributed Syst., 2011

A new business model for massively multiplayer online games (abstracts only).
SIGMETRICS Perform. Evaluation Rev., 2011

A new business model for massively multiplayer online games.
Proceedings of the ICPE'11, 2011

2010
The impact of virtualisation on the performance and operational costs of Massively Multiplayer Online Games.
Int. J. Adv. Media Commun., 2010

Online Gaming in the Cloud.
ERCIM News, 2010

Cost-efficient hosting and load balancing of Massively Multiplayer Online Games.
Proceedings of the 2010 11th IEEE/ACM International Conference on Grid Computing, 2010

Dynamic load management for MMOGs in distributed environments.
Proceedings of the 7th Conference on Computing Frontiers, 2010

2009
DIPAS: A distributed performance analysis service for grid service-based workflows.
Future Gener. Comput. Syst., 2009

Prediction-based real-time resource provisioning for massively multiplayer online games.
Future Gener. Comput. Syst., 2009

Dynamic Real-Time Resource Provisioning for Massively Multiplayer Online Games.
Proceedings of the Parallel Computing Technologies, 10th International Conference, 2009

The impact of virtualization on the performance of Massively Multiplayer Online Games.
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games, 2009

Monitoring and Fault Tolerance for Real-Time Online Interactive Applications.
Proceedings of the Euro-Par 2009, 2009

2008
Efficient management of data center resources for massively multiplayer online games.
Proceedings of the ACM/IEEE Conference on High Performance Computing, 2008

Neural Network-Based Load Prediction for Highly Dynamic Distributed Online Games.
Proceedings of the Euro-Par 2008, 2008

An Information System for Real-Time Online Interactive Applications.
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

2007
Credentials Management for Authentication in a Grid-Based E-Learning Platform.
Proceedings of the 6th International Symposium on Parallel and Distributed Computing (ISPDC 2007), 2007


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