As part of a broader organisational restructure, data networking research at Swinburne University of Technology has moved from the Centre for Advanced Internet Architecture (CAIA) to the Internet For Things (I4T) Research Lab.

Although CAIA no longer exists, this website reflects CAIA's activities and outputs between March 2002 and February 2017, and is being maintained as a service to the broader data networking research community.


Broadband Internet Traffic Simulation & Synthesis (BITSS)

Articles, Papers and Presentations

CAIA Technical Reports

  1. C.Javier, "Live Generation & Simulation of First Person Shooter Game Traffic",, CAIA Technical Report 100226A, February 2010
  2. C.Javier, "Omnet++ 4.0 base/IDE and INET Framework installation under FreeBSD 8", CAIA Technical Report 100226B, February 2010

References

  1. G. Armitage, "Quality of Service In IP Networks: Foundations for a Multi-Service Internet," Macmillan Technical Publishing, April 2000 (ISBN: 1578701899)
  2. P. Branch, A. Cricenti, G. Armitage, "A Markov Model of Server to Client IP traffic in First Person Shooter Games", 2008 IEEE International Conference on Communications (ICC 2008), Beijing, China, May 2008
  3. P. Branch, G. Armitage, "Extrapolating Server To Client IP traffic From Empirical Measurements of First Person Shooter games", 5th Workshop on Network System Support for Games 2006 (Netgames 2006) Singapore, October 2006
  4. S. Zander, G. Armitage "A Traffic Model for the XBOX Game Halo 2", 15th ACM International Workshop on Network and Operating System Support for Digital Audio and Video (NOSSDAV 2005), Washington (USA), June 2005.
  5. G.J. Armitage, "An Experimental Estimation of Latency Sensitivity In Multiplayer Quake 3", 11th IEEE International Conference on Networks (ICON 2003), Sydney, Australia, September 2003
  6. G.Armitage, M.Claypool, P.Branch, "Networking and Online Games - Understanding and Engineering Multiplayer Internet Games," John Wiley & Sons, UK, April 2006 (ISBN: 0470018577)
  7. M. Claypool, "The effect of latency on user performance in real-time strategy games," Computer Networks, Volume 49, Issue 1 (September 2005)
Last Updated: Friday 26-Feb-2010 18:17:15 AEDT | Maintained by: Carl Javier (cjavier@swin.edu.au) | Authorised by: Grenville Armitage ( garmitage@swin.edu.au)