On temporal-spatial realism in the virtual reality environment
UIST '91 Proceedings of the 4th annual ACM symposium on User interface software and technology
A frequency-domain analysis of head-motion prediction
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
A class of mobile motion prediction algorithms for wireless mobile computing and communication
Mobile Networks and Applications - Special issue: routing in mobile communications networks
Mobile users: to update or not to update?
Wireless Networks
A performance comparison of multi-hop wireless ad hoc network routing protocols
MobiCom '98 Proceedings of the 4th annual ACM/IEEE international conference on Mobile computing and networking
On caching and prefetching of virtual objects in distributed virtual environments
MULTIMEDIA '98 Proceedings of the sixth ACM international conference on Multimedia
CONDENSATION—Conditional Density Propagation forVisual Tracking
International Journal of Computer Vision
An auto-adaptive dead reckoning algorithm for distributed interactive simulation
PADS '99 Proceedings of the thirteenth workshop on Parallel and distributed simulation
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Coping with inconsistency due to network delays in collaborative virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
User mobility profile prediction: an adaptive fuzzy inference approach
Wireless Networks
LeZi-update: an information-theoretic framework for personal mobility tracking in PCS networks
Wireless Networks - Selected Papers from Mobicom'99
A multi-server architecture for distributed virtual walkthrough
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Adaptive Bandwidth Reservation and Admission Control in QoS-Sensitive Cellular Networks
IEEE Transactions on Parallel and Distributed Systems
VR '03 Proceedings of the IEEE Virtual Reality 2003
A Dead-Reckoning Algorithm for Virtual Human Figures
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
The predictive user mobility profile framework for wireless multimedia networks
IEEE/ACM Transactions on Networking (TON)
Motion prediction for caching and prefetching in mouse-driven DVE navigation
ACM Transactions on Internet Technology (TOIT)
GameOD: an internet based game-on-demand framework
Proceedings of the ACM symposium on Virtual reality software and technology
A Trajectory-Preserving Synchronization Method for Collaborative Visualization
IEEE Transactions on Visualization and Computer Graphics
Planning Algorithms
A predictive bandwidth reservation scheme using mobile positioning and road topology information
IEEE/ACM Transactions on Networking (TON)
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
Mobility modeling, location tracking, and trajectory prediction in wireless ATM networks
IEEE Journal on Selected Areas in Communications
An alternative strategy for location tracking
IEEE Journal on Selected Areas in Communications
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In a multiplayer online game, multiple players located at different geographical locations may participate and interact with each other within a shared game scene through the Internet. Unfortunately, online games generally suffer from the network latency problem, in particular when the players need to interact with each other. We have been developing a geometry streaming environment to support online gaming. As a player moves around in the game scene, geometry information relevant to the player are dynamically sent to the client machine. Such a streaming environment has many advantages, but it also exacerbates the network latency problem in online gaming. In this note, we look at how motion prediction may be used to support multiplayer online gaming and discuss some problems and issues needed to be addressed. We first present existing work on motion prediction. We then discuss our previous work on short-term prediction and our current work on long-term prediction to support online gaming. Finally, we also discuss our work in combining short-term prediction with long-term prediction for geometry prefetching.