会议信息

NetGames 2015: International Workshop on Network and Systems Support for Games

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截稿日期:
2015-09-25 Extended
通知日期:
2015-10-31
会议日期:
2015-12-03
会议地点:
Zagreb, Croatia
届数:
14
QUALIS: B1   浏览: 21776   关注: 0   参加: 0

会伴指数 (CP-I)

65.0 / 100
全站第 436 名 / 共 5,687 个会议 · 前 8%
学术认可 (35%)
78
投稿选择性 (20%)
70
会议传承 (20%)
73
社区关注 (10%)
8
资料公开度 (15%)
55

用到的输入: 收录等级:QUALIS B1 · 录用率:36.8%(有记录的 5 届的均值) · 有据可查的届次:14 · 过去 24 个月打开过本页的研究者:2 人

公开资料里还缺: 历届信息 (+3.0) · 最佳论文记录 (+2.3)
主办方认领本会议后,可直接在这一页补上;分数每晚重算。如何提升这个分数

置信度 100% —— 分数中有多大比例来自实际观测到的数据,而不是中性基准。 这个分数是怎么算出来的 · 查看完整榜单 · 算法版本 1.1 · 算于 2026-09-28

征稿

NetGames 2015 (International Workshop on Network and Systems Support for Games) is a QUALIS B1 conference held in Zagreb, Croatia on 2015-12-03. The paper submission deadline is 2015-09-25 (extended). Acceptance notifications are sent on 2015-10-31.

The 14th International Workshop on Network and Systems Support for Games (NetGames 2015) will be held at the University of Zagreb, Zagreb, Croatia on December 3-4, 2015. NetGames brings together researchers and practitioners from academia and industry across the globe to present their latest research on the challenges of today's networked games, and to further understand the requirements and explore the possibilities of future generations of networked games. NetGames will also have a keynote and panel discussions with participants (or invited talks) from both academia and industry. Submissions are solicited on all aspects of networked games, including (but not limited to): Scalability, cloud support, client-server, and P2P system architectures Efficient message distribution and network protocol design Latency issues and lag compensation techniques Network traffic modeling, measurement, and impact on network infrastructure System benchmarking, performance evaluation, and provisioning Operating system enhancements, service platforms, and middleware Massively Multiplayer Online Gaming (MMOG) Multiplayer usability and user behavior studies Personal communications and conferencing in games Mobile games, resource-constrained systems, and context-based adaptation Quality of service, quality of experience, and content adaptation Dynamic and user-generated content authoring and management Security, authentication, accounting and digital rights management Cheat detection and prevention Social networking in multiplayer games Data analytics and visualization support for game research
由 Dou Sun 最后更新于

录用率

平均录用率: 50.8% 11 年间 (2002–2012).

年份提交数录用数录用率(%)
201244920.5%
201127933.3%
201027933.3%
2009311548.4%
2008311548.4%
2007301860%
2006302066.7%
2005362055.6%
2004321546.9%
2003231982.6%
2002191263.2%

相关期刊

CCF全称影响因子出版商ISSN
Games: Research and PracticeACM2832-5516
AIEEE Transactions on Multimedia9.7IEEE1520-9210
CKnowledge-Based Systems7.2Elsevier0950-7051
BSoftware & Systems Modeling3.2Springer1619-1366
AIEEE Transactions on Computers3.8IEEE0018-9340
CFuture Generation Computer Systems5.9Elsevier0167-739X
CNeurocomputing6.5Elsevier0925-2312
CPattern Recognition Letters3.9Elsevier0167-8655
BPattern Recognition7.6Elsevier0031-3203
IEEE Access3.6IEEE2169-3536

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