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Tonio Triebel

dblp:35/1430 · DBLP profile ↗
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6ranked-venue papers
3as first author
0since 2021 · last 2014
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Computer networks · 4 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer networks
1 paper
Content delivery and video streaming · 77% Network performance modeling · 23%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Network performance modeling
simulation testbed
0.012011
An online gaming testbed for peer-to-peer architectures · SIGCOMM 2011

Methods — techniques the papers use, named apart from their topics

discrete-event simulation · 0.1
YearPublicationVenuePosition
2014 On synthetic workloads for multiplayer online games: a methodology for generating representative shooter game workloads
Max Lehn, Tonio Triebel, Robert Rehner, Benjamin Guthier, Stephan Kopf, Alejandro P. Buchmann, Wolfgang Effelsberg
Multim. Syst.2
2011 An online gaming testbed for peer-to-peer architectures
abstract
In this demo we present a testbed environment for Peer-to-Peer (P2P) game architectures. It is based on Planet PI4, an online multiplayer game whose gameplay provides a standard workload for a set of gaming-specific network interfaces. Its pluggable architecture allows for the evaluation and comparison of existing and new P2P networking approaches. Planet PI4 can run on a real network for prototypical evaluation as well as in a discrete-event simulator providing a reproducible environment.
Max Lehn, Christof Leng, Robert Rehner, Tonio Triebel, Alejandro P. Buchmann
SIGCOMM4
2010 Performance Evaluation of Peer-to-Peer Gaming Overlays
abstract
In this demo we present a performance evaluation testbed for peer-to-peer gaming overlays. It consists of a 3D first person shooter game that is designed to run in a simulated network environment as well as on a real network. Simulation with autonomous players (bots) guarantees scalability, a controlled workload, and reproducible results; a prototype deployment on a real network can then validate the simulation results. The information dissemination overlay pSense is implemented as a first subject for evaluation.
Max Lehn, Tonio Triebel, Christof Leng, Alejandro P. Buchmann, Wolfgang Effelsberg
Peer-to-Peer Computing2
2010 Achievement notification in a real-world achievement system
abstract
We propose a global system for acquisition, maintenance and communication of achievements in the real-world. The main focus of the proposal lies on a context-aware notification service for achievements. Users of the system can browse the achievement web application and will only get notifications of users within the same context. The definition of context is based on the network infrastructure of the client accessing the system. Our server utilizes information derived from IP-routing traces to build the notification groups.
Tonio Triebel, Sascha Schnaufer, Wolfgang Effelsberg
WOWMOM1
2009 Peer-to-Peer Voice Communication for Massively Multiplayer Online Games
abstract
We present an approach for integrating voice communication into massively multiplayer online games (MMOG). The currently available third-party software solutions involve additional fees and are not connected to the game logic. Other approaches use the game servers directly for mixing and transmitting speech. Doing so allows for a tight coupling of speech and in-game events but consumes large amounts of bandwidth and computational power on the servers. Our novel idea is a mix between server-based signaling and peer-to-peer data transmission. While the entire game context resides on the server, audio streams are transmitted in a peer-to-peer fashion and processed at the peer nodes only. This technique splits up the workload among all machines while still allowing to relate speech processing to game events. We further improve the processing performance on the clients by using SOUND, a novel technique for distance based resampling.
Tonio Triebel, Benjamin Guthier, Thomas Plotkowiak, Wolfgang Effelsberg
CCNC1
2008 Peer-to-peer infrastructures for games
abstract
In this demo proposal we present Planet Π4, a Massively Multiplayer Online Game (MMOG) developed to evaluate and compare peer-to-peer-based MMOG systems with scalability in mind. The game requires low network latency and creates frequent game state updates. It has a modular architecture that can be adapted and extended with new functionality. Using this modular design we have developed different peer-to-peer infrastructures. Workshop participants will be able to play the game and compare the versions with each other.
Tonio Triebel, Benjamin Guthier, Richard Süselbeck, Gregor Schiele, Wolfgang Effelsberg
NOSSDAV1