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Funcom (Norway)

companyOslo, Norway

Research output, citation impact, and the most-cited recent papers from Funcom (Norway) (Norway). Aggregated across the NobleBlocks index of 300M+ scholarly works.

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Funcom (Norway)

Top-cited papers from Funcom (Norway)

Network traffic from Anarchy Online
Andreas Petlund, Pål Halvorsen, Pål Frogner Hansen, Torbjörn Lindgren +2 more
20125doi:10.1145/2155555.2155571

We present a dataset -- a real-world, server-side packet trace [8] -- from Anarchy Online [9]. Anarchy Online is a science fiction-themed massively multiplayer online roleplaying game (MMORPG), published and developed by Funcom [7]. We present statistics from the network traffic and show that it is a representative dataset for similar games. From the dataset, one can extract several key characteristics from such scenarios like payload sizes, packet rates, data delivery latencies, retransmission statistics, loss rates and stream correlation. The dataset can be used several ways: by replaying the game traffic, components like congestion control mechanisms, middlewares, packet schedulers, router queue behaviour, etc. can be analysed. Based on the observed statistics from the trace, such interactive game traffic shows completely different behaviour compared to the greedy, high-rate streams most network mechanisms are designed for, e.g., file download, video streaming and web-surfing. We hope that the dataset can be used to push research forward in the field of system support for games.

Boundless Technologies: Mind‐setting Value Creations
Rolf Kenneth Rolfsen, Kenneth Kongsvold, Kari Hovin Kjølle, Ståle Karlsen
2005· Asian Journal on Qualitydoi:10.1108/15982688200500025

Utilization of information and communcation technologies is commonly accepted as important to value creation in the knowledge economy. Nevertheless, empirical findings from our business case studies often show that while sophisticated technological tools may be developed, the potentials are not realized. It is evident that technology is subject to adaptive and emergent strategies of use, diverging from the original intention. Within this space of opportunities, we elaborate the importandce of constructing strategic concepts as communication tools to support organisational implementation of technologies. We use the concept of organisational implementation as a way of taking the technology into use in order to support changes and value creation in the user organisation. In this paper we present our findings related to how use and experiences are conditioned by the users’ expectations. We have conducted a business case study in order to understand and explore how users employ and use a particular wireless technology infrastructure. On behalf of the infrastructure vendor, we have studied three different organisations that use this technology. The overall research goal of our joint research project was to find out what is good use and for whom. We find that users struggle to go beyond the expectations they had when they were conceptualising and telling us about their prarctice. We have good indications that a narrowed consciousness was also conditioning the users’ use of the technology. In this paper we draw the conclusion that technological implementations towards changing work practices and value creation must not be viewed by the company solely as a knowledge acquisition process, but as a process of knowledge creation. Organisational implementation is an ongoing process, a learning process at both the organisational and individual level. Flexible tools and technologies are constituted and shaped in interaction and communication in the workplace. Based on that knowledge, we build up an argument for an organisational implementation framework, including strategic discussions, learning spaces, and concept constructions.