Real time groupware as a distributed system: concurrency control and its effect on the interface
CSCW '94 Proceedings of the 1994 ACM conference on Computer supported cooperative work
A flexible object merging framework
CSCW '94 Proceedings of the 1994 ACM conference on Computer supported cooperative work
Reaching for objects in VR displays: lag and frame rate
ACM Transactions on Computer-Human Interaction (TOCHI)
A mechanism for supporting client migration in a shared window system
Proceedings of the 9th annual ACM symposium on User interface software and technology
Transparent sharing of Java applets: a replicated approach
Proceedings of the 10th annual ACM symposium on User interface software and technology
The notions of consistency and predicate locks in a database system
Communications of the ACM
Consistency maintenance in real-time collaborative graphics editing systems
ACM Transactions on Computer-Human Interaction (TOCHI)
Designing the User Interface: Strategies for Effective Human-Computer Interaction
Designing the User Interface: Strategies for Effective Human-Computer Interaction
On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
How to Keep a Dead Man from Shooting
IDMS '00 Proceedings of the 7th International Workshop on Interactive Distributed Multimedia Systems and Telecommunication Services
Presence: Teleoperators and Virtual Environments
An HCI method to improve the human performance reduced by local-lag mechanism
Interacting with Computers
Coordinating joint activity in avatar-mediated interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
Modeling the effects of delayed haptic and visual feedback in a collaborative virtual environment
ACM Transactions on Computer-Human Interaction (TOCHI)
Heuristic evaluation for games: usability principles for video game design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Exploiting online games: cheating massively distributed systems
Exploiting online games: cheating massively distributed systems
The effects of local lag on tightly-coupled interaction in distributed groupware
Proceedings of the 2008 ACM conference on Computer supported cooperative work
An Approach to Sharing Legacy TV/Arcade Games for Real-Time Collaboration
ICDCS '09 Proceedings of the 2009 29th IEEE International Conference on Distributed Computing Systems
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
Infrastructural experiences: an empirical study of an online arcade game platform in China
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
What + when = how: the timelines approach to consistency in networked games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
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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Consistency maintenance (CM) techniques are a crucial part of many distributed systems, and are particularly important in networked games. In this paper we describe a framework of the human factors of CM, to help designers of networked games make better decisions about its use. The framework shows that there is wide variance in the CM requirements of different game situations, identifies the types of requirements that can be considered, and analyses the effects of several consistency schemes on user experience factors. To further explore these issues, we carried out a simulation study that compared four CM algorithms. The experiment confirms many of the predictions of the framework, and reveals additional subtleties of the algorithms. Our work is the first to look comprehensively at the tradeoffs and costs of CM, and our results are a strong starting point that will help designers improve on the user's quality of experience in distributed shared environments.