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
Network game traffic modelling
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
User-perceived quality-aware adaptive delivery of MPEG-4 content
NOSSDAV '03 Proceedings of the 13th international workshop on Network and operating systems support for digital audio and video
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Constructing a Gazebo: supporting teamwork in a tightly coupled, distributed task in virtual reality
Presence: Teleoperators and Virtual Environments
DS-RT '05 Proceedings of the 9th IEEE International Symposium on Distributed Simulation and Real-Time Applications
JADE: jabber-based authoring in distributed environments
Proceedings of the 13th annual ACM international conference on Multimedia
Fairness in dead-reckoning based distributed multi-player games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
On consistency and network latency in distributed interactive applications: a survey--part I
Presence: Teleoperators and Virtual Environments
Latency and player actions in online games
Communications of the ACM - Entertainment networking
DS-RT '06 Proceedings of the 10th IEEE international symposium on Distributed Simulation and Real-Time Applications
Presence: Teleoperators and Virtual Environments
An HCI method to improve the human performance reduced by local-lag mechanism
Interacting with Computers
The effect of latency on user performance in real-time strategy games
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
MACVE: A Mobile Agent Based Framework for Large-Scale Collaborative Virtual Environments
Presence: Teleoperators and Virtual Environments
ACM Transactions on Modeling and Computer Simulation (TOMACS)
A protocol for distributed collision detection
Proceedings of the 9th 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)
Fair and Efficient Dead Reckoning-Based Update Dissemination for Distributed Virtual Environments
PADS '12 Proceedings of the 2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation
Hi-index | 0.00 |
One of the ongoing challenges for Distributed Interactive Applications (DIAs) is balancing the quality of service delivered to the end user with the operational costs involved. In particular the resultant network traffic should be minimized without affecting the end user experience where possible. This article proposes the use of remote feedback as a method of maintaining a desired consistency level within a peer-to-peer DIA. Though many existing techniques attempt to maintain consistency within a DIA, they operate in an open-loop manner and do not take error introduced into the system due to transmission delay into consideration. The goal of the work presented in this article is to transform this open-loop scheme into a closed-loop control system utilizing feedback from the remote users. By incorporating remote error into the systems update paradigm, the Protocol Data Unit (PDU) transmission rate can be dynamically altered to reflect changing network conditions. The performance of the resultant closed-loop control system is presented within.