RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
NetEffect: a network architecture for large-scale multi-user virtual worlds
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
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
Equation-based congestion control for unicast applications
Proceedings of the conference on Applications, Technologies, Architectures, and Protocols for Computer Communication
Dynamic behavior of slowly-responsive congestion control algorithms
Proceedings of the 2001 conference on Applications, technologies, architectures, and protocols for computer communications
A Taxonomy for Networked Virtual Environments
IEEE MultiMedia
Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
The Case for Streaming Multimedia with TCP
IDMS '01 Proceedings of the 8th International Workshop on Interactive Distributed Multimedia Systems
Streaming Media Congestion Control Using Bandwidth Estimation
MMNS '02 Proceedings of the 5th IFIP/IEEE International Conference on Management of Multimedia Networks and Services: Management of Multimedia on the Internet
A User-Centred Consistency Model in Real-Time Collaborative Editing Systems
DCW '02 Revised Papers from the 4th International Workshop on Distributed Communities on the Web
Handling heterogeneity in networked virtual environments
Presence: Teleoperators and Virtual Environments - special issue: IEEE virtual reality 2002 conference
Payoff-Based Communication Adaptation Based on Network Service Availability
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
Time-lined TCP for the TCP-friendly delivery of streaming media
ICNP '00 Proceedings of the 2000 International Conference on Network Protocols
Access network delay in networked games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
The effects of latency on online madden NFL football
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
Proceedings of the ACM symposium on Virtual reality software and technology
Evaluation of a Pre-Reckoning Algorithm for Distributed Virtual Environments
ICPADS '04 Proceedings of the Parallel and Distributed Systems, Tenth International Conference
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
A RIO-like technique for interactivity loss-avoidance in fast-paced multiplayer online games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A synthetic traffic model for Quake3
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
An Adaptive Consistency Maintenance Approach for Replicated Continuous Applications
ICPADS '05 Proceedings of the 11th International Conference on Parallel and Distributed Systems - Volume 01
Influences of network latency and packet loss on consistency in networked racing 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
Load balancing for massively multiplayer online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
The parting of the ways: divergence, data management and collaborative work
ECSCW'95 Proceedings of the fourth conference on European Conference on Computer-Supported Cooperative Work
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Low-latency adaptive streaming over tcp
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Matrix: adaptive middleware for distributed multiplayer games
Proceedings of the ACM/IFIP/USENIX 2005 International Conference on Middleware
IEEE Spectrum
A survey on TCP-friendly congestion control
IEEE Network: The Magazine of Global Internetworking
Bandwidth estimation: metrics, measurement techniques, and tools
IEEE Network: The Magazine of Global Internetworking
An information-based dynamic extrapolation model for networked virtual environments
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
Supporting Multiple Virtual World on a Single 3D Viewer
DS-RT '12 Proceedings of the 2012 IEEE/ACM 16th International Symposium on Distributed Simulation and Real Time Applications
An Adaptive Rate-Based Method for Maintaining Consistency in Networked 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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A key factor determining the success of a Distributed Interactive Application (DIA) is the maintenance of a consistent shared virtual world. To help maintain consistency, a number of Information Management techniques have been developed. However, unless carefully tuned to the underlying network, they can negatively impact on consistency. This work presents a novel adaptive algorithm for optimizing consistency by maximizing available bandwidth usage in DIAs. This algorithm operates by estimating bandwidth from trends in network latency, and modifying data transmission rates to match the estimated value. Results presented within demonstrate that this approach can help optimise consistency levels in a DIA.