ACM Transactions on Programming Languages and Systems (TOPLAS)
Coping with inconsistency due to network delays in collaborative virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Revealing the realities of collaborative virtual reality
Proceedings of the third international conference on Collaborative virtual environments
Consistency in replicated continuous interactive media
CSCW '00 Proceedings of the 2000 ACM conference on Computer supported cooperative work
On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
Using cursor prediction to smooth telepointer jitter
GROUP '03 Proceedings of the 2003 international ACM SIGGROUP conference on Supporting group work
Revealing delay in collaborative environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
An Efficient Synchronization Mechanism for Mirrored Game Architectures
Multimedia Tools and Applications
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Accuracy in dead-reckoning based distributed multi-player games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Effects of local-lag mechanism on task performance in a desktop CVE system
Journal of Computer Science and Technology
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Subjective assessment of fairness among users in multipoint communications
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
An HCI method to improve the human performance reduced by local-lag mechanism
Interacting with Computers
Realizing the bullet time effect in multiplayer games with local perception filters
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
The effects of network delays on group work in real-time groupware
ECSCW'01 Proceedings of the seventh conference on European Conference on Computer Supported Cooperative Work
GT/SD: performance and simplicity in a groupware toolkit
Proceedings of the 1st ACM SIGCHI symposium on Engineering interactive computing systems
Collecticiels: neuf degrés de couplage
Proceedings of the 21st International Conference on Association Francophone d'Interaction Homme-Machine
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
The human factors of consistency maintenance in multiplayer computer games
Proceedings of the 16th ACM international conference on Supporting group work
Improving visibility of remote gestures in distributed tabletop collaboration
Proceedings of the ACM 2011 conference on Computer supported cooperative work
Proceedings of the ACM 2011 conference on Computer supported cooperative work
Influence of network delay and jitter on cooperation in multiplayer games
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Infrastructural experiences: an empirical study of an online arcade game platform in China
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Adaptive forward error correction for real-time groupware
Proceedings of the 17th ACM international conference on Supporting group work
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
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Tightly-coupled interaction is shared work in which each person's actions immediately and continuously influence the actions of others. Tightly-coupled collaboration is a hallmark of expert behavior in face-to-face activity, but becomes extremely difficult to accomplish over distributed groupware. The main cause of this difficulty is network delay that disrupts people's ability to synchronize their actions with another person. In this paper we report on two studies that explore local lag as a way of reducing this problem. When applied to visual feedback, local lag synchronizes the visual environments of the local and remote clients, preventing one person from getting ahead of the other. We tested the effects of local lag in several delay conditions: we found that the technique significantly improved performance, and that users did not rate local lag as more difficult or frustrating to use. Our studies improve our understanding of local lag and of how it improves tightly-coupled interaction in distributed groupware.