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Measuring and modelling the group mmbership in the internet.

, , , , and . Internet Measurement Conference, page 65-77. ACM, (2003)

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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)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)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)Presenting GHItaly19: 3rd workshop on games-human interaction., , , , and . CHItaly, page 24:1-24:4. ACM, (2019)Believable group behaviours for NPCs in FPS games., , , , and . ISCC, page 12-17. IEEE Computer Society, (2017)Improving Performances in League of Legends by Exploiting Inter-Operator Peering., , , , and . PIMRC, page 1-5. IEEE, (2018)Geo-anchored floating data for mobile users., , , , and . ICME Workshops, page 1-5. IEEE Computer Society, (2013)