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Research Areas
- Distributed Systems
- Real-Time Online Interactive Applications
- Virtual Environments
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Teaching
- V/Ü: Introduction to Java [102692]
(in cooperation with Prof. Dr. Jan Vahrenhold)
- Projektseminar: Capstone Project: High-Level Programming of Online Games in Future Generation Networks [100277]
(in cooperation with Prof. Dr. Sergei Gorlatch)
- Vorlesung/Praktikum: Introduction to Java [103877]
(in cooperation with Prof. Dr. Jan Vahrenhold)
- Projektseminar: A Network Performance Evaluation Kit for Online Games [102433]
(in cooperation with Prof. Dr. Sergei Gorlatch, Dominique Meiländer, Alexander Ploß)
- Projektseminar: Interactive Crowd Simulation using Virtual Worlds [104063]
(in cooperation with Prof. Dr. Sergei Gorlatch, Allaithy Raed, Alexander Ploß)
- Projektseminar: Development of a Massively Multiplayer Online Computer Game [104060]
(in cooperation with Prof. Dr. Sergei Gorlatch, Alexander Ploß)
- Seminar: Moderne Ansätze für Online-Computerspiele [104057]
(in cooperation with Prof. Dr. Sergei Gorlatch, Alexander Ploß, Jens Müller-Iden)
- V/Ü: Introduction to Java [102692]
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Publications
- . . ‘RTF+Shark: Using Software-Defined Networks for Multiplayer Online Games.’ Contributed to the 14th IEEE/ACM International Workshop on Network and Systems Support for Games (NetGames) 2015, Zagreb.
- ‘Improving QoS in real-time internet applications: From best-effort to software-defined networks.’ Contributed to the 2014 International Conference on Computing, Networking and Communications, ICNC 2014, Honolulu, HI, usa. doi: 10.1109/ICCNC.2014.6785329. .
- ‘Using Software-Defined Networking for Real-Time Internet Applications.’ In Proc. of the International MultiConference of Engineers and Computer Scientists (IMECS 2014), edited by , 150-155. .
- . . ‘A Northbound API for QoS Management in Real-Time Interactive Applications on Software-Defined Networks.’ Journal of Communications 2014, No. 9: 607-615. doi: 10.12720/jcm.9.8.607-615.
- . . ‘Using Mobile Cloud Computing for Real-Time Online Applications.’ Contributed to the IEEE International Conference on Mobile Cloud Computing, Services, and Engineering, Oxford, UK.
- . . ‘Bringing Mobile Online Games to Clouds.’ Contributed to the IEEE INFOCOM Workshop on Mobile Cloud Computing, Toronto, Canada.
- . . ‘Designing Scalable Multiplayer Online Games.’ Game Coder Magazine 05/2012: 24-30.
- . . ‘Designing Multiplayer Online Games Using the Real-Time Framework.’ In Algorithmic and Architectural Gaming Design: Implementation and Development, edited by , 290-321.
- . . ‘Towards bringing real-time online applications on clouds.’ Contributed to the International Conference on Computing, Networking and Communications (ICNC), Maui, Hawaii, USA.
- . . ‘Developing Infrastructures for Online Games and Distance Learning using RTF.’ In Proceedings of the International MultiConference of Engineers and Computer Scientists 2012, edited by , 614-619.: Newswood Limited.
- . . ‘Software Development for Real-Time Online Interactive Applications on Clouds.’ In Frontiers in Artificial Intelligence and Applications, edited by , 81-94.: IOS Press.
- . . ‘A Dynamic Resource Management System for Real-Time Online Applications on Clouds.’ In Euro-Par 2011: Parallel Processing Workshops, edited by , 149-158.: Springer.
- . . ‘Towards the Scalability of Real-Time Online Interactive Applications on Multiple Servers and Clouds.’ In High Performance Computing: From Grids and Clouds to Exascale, edited by , 267-287. IOS Press.
- ‘A service-oriented interface for highly interactive distributed applications.’ Contributed to the Workshop on Highly Parallel Processing, Euro-Par 2009, Delft, nld. doi: 10.1007/978-3-642-14122-5_31. .
- . . ‘Netlag: A performance evaluation tool for Massively multi-user networked applications.’ HPDC 2010 - Proceedings of the 19th ACM International Symposium on High Performance Distributed Computing 2010: 573-580. doi: 10.1145/1851476.1851561.
- . . ‘Scalable distributed simulation of large dense crowds using the Real-Time Framework (RTF).’ Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 6271 LNCS, No. PART 1: 572-583.
- ‘Securing Real-Time On-Line interactive applications in edutain@grid.’ Contributed to the Workshops on Parallel Processing, Euro-Par 2008: VHPC 2008, UNICORE 2008, HPPC 2008, SGS 2008, PROPER 2008, ROIA 2008, and DPA 2008, Las Palmas de Gran Canaria, esp. doi: 10.1007/978-3-642-00955-6_42. .
- . . ‘A Service-Oriented Interface for Highly Interactive Distributed Applications.’ In Proceedings of the 2nd International Workshop on Real Time Online Interactive Applications on the Grid, edited by , 266--277. Delft, NL: Springer. doi: 10.1007/978-3-642-14122-5_31.
- . . ‘Towards a scalable real-time cyberinfrastructure for online computer games.’ Proceedings of the International Conference on Parallel and Distributed Systems - ICPADS 2009: 722-727.
- . . ‘Scalability of Real-Time Online Applications in Edutain@Grid.’ In Proceedings of the 9th WSEAS International Conference on Applied Informatics and Communications, edited by , 351-356. Moscow, Russia: WSEAS Press.
- . . ‘A Case Study on Using RTF for Developing Multi-Player Online Games.’ Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 5415 LNCS: 390-400.
- ‘Edutain@Grid: A business grid infrastructure for real-time on-line interactive applications.’ Contributed to the 5th International Workshop on Grid Economics and Business Models, GECON 2008, Las Palmas de Gran Canaria, esp. doi: 10.1007/978-3-540-85485-2_12. .
- . . ‘High-level development of multiserver online games.’ International Journal of Computer Games Technology 2008, No. 5: 1-16. doi: 10.1155/2008/327387.
- . . ‘Enhancing grids for massively multiplayer online computer games.’ Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 5168 LNCS: 466-477.
- . . ‘User-Oriented Software Development for Real-Time Online Applications.’ In New Trends in Software Methodologies, Tools and Techniques, edited by , 339--360. IOS Press.
- . . ‘From a Single- to Multi-Server Online Game: A Quake 3 Case Study Using RTF.’ Contributed to the International Conference on Advances in Computer Entertainment Technology, Yokohama Japan.
- . . ‘From a Single- to Multi-Server Online Game: A Quake 3 Case Study using RTF.’ Contributed to the International Conference on Advances in Computer Entertainment Technology, Yokohama, Japan. doi: 10.1145/1501750.1501769.
- ‘From a single-to multi-server online game: A quake 3 case study using RTF.’ Contributed to the 2008 International Conference on Advances in Computer Entertainment Technology, ACE 2008, Yokohama, jpn. doi: 10.1145/1501750.1501769. .
- . . ‘A Grid Environment for Real-Time Multiplayer Online Games.’ In Proceedings of the CoreGRID Integration Workshop. Hersonissos, Crete. doi: 10.1007/978-0-387-09457-1_19.
- . . ‘RTF: A real-time framework for developing scalable multiplayer online games.’ Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames '07 2007: 81-86. doi: 10.1145/1326257.1326272.
- ‘Towards a high-level design approach for multi-server online games.’ Contributed to the 8th International Conference on Intelligent Games and Simulation, GAME-ON 2007, Bologna, ita. .
Dr. Frank Glinka
Professur für Praktische Informatik (Prof. Gorlatch)