Replicated architectures for shared window systems: a critique
COCS '90 Proceedings of the ACM SIGOIS and IEEE CS TC-OA conference on Office information systems
A study of time warp rollback mechanisms
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Networked virtual environments
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
ACM Transactions on Computer-Human Interaction (TOCHI)
Consistency in replicated continuous interactive media
CSCW '00 Proceedings of the 2000 ACM conference on Computer supported cooperative work
Transparent sharing and interoperation of heterogeneous single-user applications
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
An Efficient Synchronization Mechanism for Mirrored Game Architectures
Multimedia Tools and Applications
Effects of local-lag mechanism on task performance in a desktop CVE system
Journal of Computer Science and Technology
Latency and player actions in online games
Communications of the ACM - Entertainment networking
A lightweight approach to transparent sharing of familiar single-user editors
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Transparent adaptation of single-user applications for multi-user real-time collaboration
ACM Transactions on Computer-Human Interaction (TOCHI)
Flexible support for application-sharing architecture
ECSCW'01 Proceedings of the seventh conference on European Conference on Computer Supported Cooperative Work
Synchronization medium: a consistency maintenance component for mobile multiplayer games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
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
A partial replication approach for anywhere anytime mobile commenting
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
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This paper presents a collaboration transparency system that allows for distributed sharing of legacy collocated video games in real time without modifying the original games. Our system has attracted two million registered players since it was launched in late 2008. As the system went beyond a research prototype and reached a large number of real users, we observed performance issues that were mainly caused by unpredicted networking latencies over the public Internet and opportunistic distinction of roles such as active players and passive observers. To address these issues, we propose a novel hybrid consistency control approach that combines the merits of optimistic methods, which help achieve interactivity, and pessimistic methods, which guarantee consistency. As a result, the system can tolerate network round-trip time up to 230 ms, improving the latest work by 43.7%. In addition, the system can support over 1,000 simultaneous observers when a video game is played over the Internet.