Frank Glinka

According to our database1, Frank Glinka authored at least 27 papers between 2007 and 2015.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2015
High-level development of scalable real-time online interactive applications for grids and clouds.
PhD thesis, 2015

RTF+Shark: Using Software-Defined Networks for Multiplayer Online Games.
Proceedings of the 2015 International Workshop on Network and Systems Support for Games, 2015

2014
A Northbound API for QoS Management in Real-Time Interactive Applications on Software-Defined Networks.
J. Commun., 2014

Using Mobile Cloud Computing for Real-Time Online Applications.
Proceedings of the 2nd IEEE International Conference on Mobile Cloud Computing, 2014

Bringing mobile online games to clouds.
Proceedings of the 2014 Proceedings IEEE INFOCOM Workshops, Toronto, ON, Canada, April 27, 2014

Improving QoS in real-time internet applications: from best-effort to Software-Defined Networks.
Proceedings of the International Conference on Computing, Networking and Communications, 2014

2013
To wards Data Persist Ency in Real-Time Online Interactive Applic Ations.
Int. J. Comput., 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

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

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

Edutain@Grid: A Business Grid Infrastructure for Real-Time On-Line Interactive Applications.
Proceedings of the Grid Economics and Business Models, 5th International Workshop, 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

Securing Real-Time On-Line Interactive Applications in edutain@grid.
Proceedings of the Euro-Par 2008 Workshops, 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


  Loading...