Network-centric multimedia entertainment for static/mobile users:

=== 2009 ===

F. Aiolli, C. E. Palazzi,
“Enhancing Artificial Intelligence on a Real Mobile Game”,
International Journal of Computer Games Technology, vol. 2009, Article ID 456169, 9 pages, 2009. doi:10.1155/2009/456169

=== 2008 ===

C. E. Palazzi, M. Roccetti, S. Ferretti, S. Frizzoli,
“How to Let Gamers Play in Infrastructure-based Vehicular Networks”,
in Proc. of the 5th ACM International Conference on Advances in Computer Entertainment Technology (ACE 2008), ACM, Yokohama, Japan, Dec 2008.

F. Aiolli, C. E. Palazzi,
“Enhancing Artificial Intelligence in Games by Learning the Opponent’s Playing Style”,
in Proc. of the IFIP Entertainment Computing Symposium (ECS-2008), World Computer Congress (WCC), Milan, Italy, Sep 2008.

M. Roccetti, S. Ferretti, C. E. Palazzi,
“The Brave New World of Multiplayer Online Games: Synchronization Issues with Smart Solutions”,
in Proc. of the 11th IEEE International Symposium on Object/component/service-oriented Real-time distributed Computing (ISORC 2008), IEEE Computer Society, Orlando, FL, USA, May 2008.

S. Ferretti, M. Roccetti, C. E. Palazzi,
“Intelligent Synchronization for Mirrored Game Servers: A Real Case Study”,
Journal of Advanced Computational Intelligence and Intelligent Informatics, Fuji Technology Press, vol.12, No.2, Mar 2008, 132-141.

=== 2007 ===

C.E. Palazzi,
“Interactive Mobile Gaming over Heterogeneous Networks”,
in Proc. of the 5th IEEE/ITI International Conference on Information and Communications Technology (ICICT 2007), Cairo, Egypt, Dec 2007.
Invited Paper

E. Manca, F. Parmeggiani, C. E. Palazzi, S. Ferretti, M. Roccetti,
"The Anatomy of an Inter-Vehicular Gaming Communication Subsystem with Experiments",
in Proc. of the GAMEON'2007 International Conference, Bologna, Italy, Eurosis, Nov 2007.
Best Paper Award

V. Chavoutier, D. Maniezzo, C. E. Palazzi, M. Gerla,
“Multimedia over Wireless Mesh Networks: Results from a Real Testbed Evaluation”,
in Proc. of the 6th Annual Med-Hoc-Net 2007, Corfu, Greece, Jun 2007.

S. Ferretti, M. Roccetti, C. E. Palazzi,
“Web Content Search and Adaptation for IDTV: One Step Forward in the Mediamorphosis Process toward Personal-TV”,
Advances in Multimedia, Hindawi Publishing Corporation, Apr 2007.

S. Ferretti, M. Roccetti, C. E. Palazzi,
“Adaptive Playout Buffering Schemes for IP Voice Communication”,
in Encyclopedia of Information Science and Technology, Second Edition, Idea Group Inc., 2007.

M. Roccetti, C. E. Palazzi, S. Ferretti, G. Pau,
“Wireless Home Entertainment Center: Protocol Communications and Architecture”,
in Encyclopedia of Wireless and Mobile Communications, (B. Furht Ed.), CRC Press, 2007.

S. Ferretti, M. Roccetti, C. E. Palazzi,
“An Optimistic Obsolescence-Based Approach to Event Synchronization for Massive Multiplayer Online Games”,
International Journal of Computers and Applications, Acta Press/IASTED, vol.29, no.1, Jan 2007, 33-43.

=== 2006 ===

C. E. Palazzi, S. Ferretti, M. Roccetti, G. Pau, M. Gerla,
“What's in that Magic Box? The Home Entertainment Center's Special Protocol Potion, Revealed”,
IEEE Transactions on Consumer Electronics, IEEE Consumer Electronics Society, vol. 52, no. 4, Nov 2006, 1280-1288.

C. E. Palazzi, G. Pau, M. Roccetti, M. Gerla,
“Digital Entertainment Delivery in a Wireless House: Time for a MAC Tuning”,
China Communications, CIC, vol.4, no.5 Oct 2006, 94-101.

S. Ferretti, C. E. Palazzi, M. Roccetti, G. Pau, M. Gerla,
“FILA in Gameland, a Holistic Approach to a Problem of Many Dimensions”,
ACM Computers in Entertainment Journal, ACM Press, vol.4, no.4, Oct 2006

C. E. Palazzi, S. Ferretti, S. Cacciaguerra, M. Roccetti,
“Interactivity-Loss Avoidance in Event Delivery Synchronization for Mirrored Game Architectures”,
IEEE Transactions on Multimedia, IEEE Signal Processing Society, vol.8, no.4, Aug 2006, 874-879.

C. E. Palazzi, S. Ferretti, M. Roccetti, G. Pau, M. Gerla,
“Wireless Home Entertainment Center: Reducing Last Hop Delays for Real-time Applications”,
in Proc. of ACM SIGCHI International Conference on Advances in Computer Entertainment Technology (ACE 2006), Hollywood, CA, USA, Jun 2006.

C. E. Palazzi,
“Fast and Fair Event Delivery in Large Scale Online Games over Heterogeneous Networks (Ph.D. thesis)”,
UniBo Technical Report UBLCS-2006-10, Mar 2006.

S. Ferretti, C. E. Palazzi, M. Roccetti, G. Pau, M. Gerla,
Buscar el Levante por el Poniente: In Search of Fairness Through Interactivity in Massively Multiplayer Online Games” ,
in Proc. of the 2nd IEEE International Workshop on Networking Issues in Multimedia Entertainment (NIME'06), CCNC 2006, Las Vegas, NV, USA, Jan 2006.

=== 2005 ===

S. Ferretti, C. E. Palazzi, M. Roccetti, G. Pau, M. Gerla,
“FILA, a Holistic Approach to Massive Online Gaming: Algorithm Comparison and Performance Analysis”,
in Proc. of the 3rd ACM International Conference in Computer Game Design and Technology (GDTW 2005), Liverpool, UK, Nov 2005.
Best Full Paper Award

C. E. Palazzi, G. Pau, M. Roccetti, M. Gerla,
“In-Home Online Entertainment: Analyzing the Impact of the Wireless MAC-Transport Protocols Interference”,
in Proc. of the IEEE 2005 International Conference on Wireless Networks, Communications and Mobile Computing (WIRELESSCOM 2005), Maui, HI, Jun 2005.

C. E. Palazzi, S. Ferretti, S. Cacciaguerra, M. Roccetti,
“A RIO-like Technique for Interactivity Loss Avoidance in Fast-Paced Multiplayer Online Games”,
ACM Journal of Computers in Entertainment, vol.3, no.2, Apr 2005.

=== 2004 ===

C. E. Palazzi, S. Ferretti, S. Cacciaguerra, M. Roccetti,
“A RIO-like Technique for Interactivity Loss Avoidance in Fast-Paced Multiplayer Online Games: a Preliminary Study”,
in Proc. of the 2nd ACM Annual International Workshop in Computer Game Design and Technology (GDTW 2004), Liverpool, UK, Nov 2004.

C. E. Palazzi,
“Buddy-Finder: A Proposal for a Novel Entertainment Application for GSM”,
in Proc. of the 1st IEEE International Workshop on Networking Issues in Multimedia Entertainment (NIME'04), GLOBECOM 2004, Dallas, TX, Nov 2004.

C. E. Palazzi, S. Ferretti, S. Cacciaguerra, M. Roccetti,
“On Maintaining Interactivity in Event Delivery Synchronization for Mirrored Game Architectures”,
in Proc. of the 1st IEEE International Workshop on Networking Issues in Multimedia Entertainment (NIME'04), GLOBECOM 2004, Dallas, TX, Nov 2004.


UCLA