Algorithms and analyses: pre-reckoning algorithm for distributed virtual environments
Proceedings of the 35th conference on Winter simulation: driving innovation
Presence: Teleoperators and Virtual Environments
Effective message synchronization methods for multiplayer online games with maps
Computers in Human Behavior
Message synchronization mechanisms based on waiting period for massively multi-player online games
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
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In networked virtual environments (NVEs), users are represented by their virtual embodiments. The articulated structure of these embodiments introduces a new complexity in the representation and streaming of animations, especially when the number of participants in the simulation increases. This requires real-time algorithms to decrease the networking overhead. The dead-reckoning technique is a way to reduce the required bit rate, and has been used for simple nonarticulated objects in popular NVE systems. We introduce a dead-reckoning technique for articulated virtual human figures, based on the MPEG-4 body animation specification, using Kalman filtering