Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
An immersive 3D video-conferencing system using shared virtual team user environments
Proceedings of the 4th international conference on Collaborative virtual environments
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
Time-space consistency in large-scale distributed virtual environments
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Consistency models for distributed interactive multimedia applications
ACM SIGOPS Operating Systems Review
On consistency and network latency in distributed interactive applications: a survey--part I
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
ACM Transactions on Modeling and Computer Simulation (TOMACS)
IEEE Spectrum
Collaborative virtual environments: from birth to standardization
IEEE Communications Magazine
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
AntReckoning: dead reckoning using interest modeling by pheromones
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Comparison of predictive contract mechanisms from an information theory perspective
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
An Enhanced Dead Reckoning Model for Physics-Aware Multiplayer Computer Games
DS-RT '12 Proceedings of the 2012 IEEE/ACM 16th International Symposium on Distributed Simulation and Real Time Applications
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Human-to-human interaction across distributed applications requires that sufficient consistency be maintained among participants in the face of network characteristics such as latency and limited bandwidth. The level of inconsistency arising from the network is proportional to the network delay, and thus a function of bandwidth consumption. Distributed simulation has often used a bandwidth reduction technique known as dead reckoning that combines approximation and estimation in the communication of entity movement to reduce network traffic, and thus improve consistency. However, unless carefully tuned to application and network characteristics, such an approach can introduce more inconsistency than it avoids. The key tuning metric is the distance threshold. This paper questions the suitability of the standard distance threshold as a metric for use in the dead reckoning scheme. Using a model relating entity path curvature and inconsistency, a major performance related limitation of the distance threshold technique is highlighted. We then propose an alternative time—space threshold criterion. The time—space threshold is demonstrated, through simulation, to perform better for low curvature movement. However, it too has a limitation. Based on this, we further propose a novel hybrid scheme. Through simulation and live trials, this scheme is shown to perform well across a range of curvature values, and places bounds on both the spatial and absolute inconsistency arising from dead reckoning.