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
Double exponential smoothing: an alternative to Kalman filter-based predictive tracking
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Effects of Network Characteristics on Human Performance in a Collaborative Virtual Environment
VR '99 Proceedings of the IEEE Virtual Reality
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
VR '04 Proceedings of the IEEE Virtual Reality 2004
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
Algorithms and analyses: pre-reckoning algorithm for distributed virtual environments
Proceedings of the 35th conference on Winter simulation: driving innovation
An Analysis of Orientation Prediction and Filtering Methods for VR/AR
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
HIS '08 Proceedings of the 2008 8th International Conference on Hybrid Intelligent Systems
Towards modeling human arm movement in a CVE
Proceedings of the First International Conference on Immersive Telecommunications
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Creating an immersive experience in a collaborative virtual environment, or CVE, involves more than just high definition graphics and expensive hardware. An immersive experience requires participant's input to be translated in a timely fashion to the local environment as well as to others connected across the internet. A well designed prediction algorithm will reduce the lag caused by virtual environment hardware and communications networks. The purpose of this experiment was to test the quality of an adaptive exponential smoothing algorithm at predicting human arm movement in a CVE. The results show that adaptive exponential smoothing performs as well as or better than dead reckoning at position estimation. When applied to a CVE adaptive Holt's exponential smoothing can help to reduce the overall lag of the system without being as computationally complex as many other techniques.