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Selective Offload and Proactive Caching of Mobile Data in LTE-Based Urban Networks.

, , , and . MDM (1), page 271-274. IEEE Computer Society, (2013)

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Videogame technology to support seniors., , and . SimuTools, page 270-277. ICST/ACM, (2012)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)Improving Performances in League of Legends by Exploiting Inter-Operator Peering., , , , and . PIMRC, page 1-5. IEEE, (2018)Believable group behaviours for NPCs in FPS games., , , , and . ISCC, page 12-17. IEEE Computer Society, (2017)Geo-anchored floating data for mobile users., , , , and . ICME Workshops, page 1-5. IEEE Computer Society, (2013)RDF annotation of Second Life objects: Knowledge Representation meets Social Virtual reality., , , , and . Computational & Mathematical Organization Theory, 20 (1): 20-35 (2014)Presenting GHItaly19: 3rd workshop on games-human interaction., , , , and . CHItaly, page 24:1-24:4. ACM, (2019)Software and Hardware Setup for Emotion Recognition During Video Game Fruition., , , and . GOODTECHS, page 19-24. ACM, (2018)Characterizing and Modelling Clustering Features in AS-Level Internet Topology., , , and . INFOCOM, page 271-275. IEEE, (2008)