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Characterizing and Modelling Clustering Features in AS-Level Internet Topology.

, , , and . INFOCOM, page 271-275. IEEE, (2008)

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On the Objective Evaluation of Real-Time Networked Games., , , and . GLOBECOM, page 1-5. IEEE, (2009)Videogame technology to support seniors., , and . SimuTools, page 270-277. ICST/ACM, (2012)RDF annotation of Second Life objects: Knowledge Representation meets Social Virtual reality., , , , and . Comput. Math. Organ. Theory, 20 (1): 20-35 (2014)Measuring and modelling the group mmbership in the internet., , , , and . Internet Measurement Conference, page 65-77. ACM, (2003)End-to-end quality of service architectures.. University of Milan, Italy, (2003)Distributed Rendering for Video Games via Object Streaming., , , and . ICDCS Workshops, page 209-214. IEEE, (2022)Software and Hardware Setup for Emotion Recognition During Video Game Fruition., , , and . GOODTECHS, page 19-24. ACM, (2018)Presenting GHItaly19: 3rd workshop on games-human interaction., , , , and . CHItaly, page 24:1-24:4. ACM, (2019)Player behaviour metrics for adjusting content in VR games: the case of fear., , , , and . CHItaly, page 26:1-26:6. ACM, (2021)Joint workshop on Games-Human Interaction (GHItaly21) and Multi-party Interaction in eXtended Reality (MIXR)., , , , , , , , , and 1 other author(s). CHItaly, page 41:1-41:2. ACM, (2021)