Architectural optimizations to advanced distributed simulation
WSC '95 Proceedings of the 27th conference on Winter simulation
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
IEEE Spectrum - Linking with light
Predictive Statistical Models for User Modeling
User Modeling and User-Adapted Interaction
NPSNET-V: A New Beginning for Dynamically Extensible Virtual Environments
IEEE Computer Graphics and Applications
WET-ICE '97 Proceedings of the 6th Workshop on Enabling Technologies on Infrastructure for Collaborative Enterprises
On the Error Modeling of Dead Reckoned Data in a Distributed Virtual Environment
CW '05 Proceedings of the 2005 International Conference on Cyberworlds
Elements of Information Theory (Wiley Series in Telecommunications and Signal Processing)
Elements of Information Theory (Wiley Series in Telecommunications and Signal Processing)
On consistency and network latency in distributed interactive applications: a survey--part I
Presence: Teleoperators and Virtual Environments
CW '06 Proceedings of the 2006 International Conference on Cyberworlds
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Distributed musical performances: Architecture and stream management
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
PECOLE: P2P multimedia collaborative environment
Multimedia Tools and Applications
Towards an information model of consistency maintenance in distributed interactive applications
International Journal of Computer Games Technology - Networking for Computer Games
ACM Transactions on Internet Technology (TOIT)
DS-RT '09 Proceedings of the 2009 13th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications
The SIMNET virtual world architecture
VRAIS '93 Proceedings of the 1993 IEEE Virtual Reality Annual International Symposium
A fuzzy dead reckoning algorithm for distributed interactive applications
FSKD'05 Proceedings of the Second international conference on Fuzzy Systems and Knowledge Discovery - Volume Part II
A dynamic message filtering technique for 3D cyberspaces
Computer Communications
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Inconsistency arises across a Distributed Virtual Environment due to network latency induced by state changes communications. Predictive Contract Mechanisms (PCMs) combat this problem through reducing the amount of messages transmitted in return for perceptually tolerable inconsistency. To date there are no methods to quantify the efficiency of PCMs in communicating this reduced state information. This article presents an approach derived from concepts in information theory for a deeper understanding of PCMs. Through a comparison of representative PCMs, the worked analysis illustrates interesting aspects of PCMs operation and demonstrates how they can be interpreted as a form of lossy information compression.