On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Phantom-Based Haptic Interaction with Virtual Objects
IEEE Computer Graphics and Applications
NIST Net: a Linux-based network emulation tool
ACM SIGCOMM Computer Communication Review
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
A virtual billiard game with visual, auditory and haptic sensation
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
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In this paper, we handle an air hockey game which two players play with haptic interface devices as an example of networked real-time games. To keep the interactivity and media output quality high, we enhance the adaptive Δ (delta)-causality control scheme with prediction, which the authors previously proposed. In the enhanced scheme, we change the prediction time dynamically according to the network delay. Also, we subjectively investigate the effect of the enhanced scheme by QoE (Quality of Experience) assessment.