Performance Evaluation of a Dead Reckoning Mechanism.
DIS-RT '98 Proceedings of the Second International Workshop on Distributed Interactive Simulation and Real-Time Applications
PCM '02 Proceedings of the Third IEEE Pacific Rim Conference on Multimedia: Advances in Multimedia Information Processing
Time-space consistency in large-scale distributed virtual environments
ACM Transactions on Modeling and Computer Simulation (TOMACS)
An orientation update message filtering algorithm in collaborative virtual environments
Journal of Computer Science and Technology
Algorithms and analyses: pre-reckoning algorithm for distributed virtual environments
Proceedings of the 35th conference on Winter simulation: driving innovation
Consistency models for distributed interactive multimedia applications
ACM SIGOPS Operating Systems Review
Exploiting the predictability of TCP steady-state to speed up network simulation
Performance Evaluation - Special issue: Distributed systems performance
Motion prediction for caching and prefetching in mouse-driven DVE navigation
ACM Transactions on Internet Technology (TOIT)
Active transaction approach for collaborative virtual environments
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Efficient proximity detection among mobile targets with dead reckoning
Proceedings of the 4th ACM international workshop on Mobility management and wireless access
Presence: Teleoperators and Virtual Environments
An HCI method to improve the human performance reduced by local-lag mechanism
Interacting with Computers
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Extending the LBS-framework TraX: Efficient proximity detection with dead reckoning
Computer Communications
Dynamic Data Path Prediction in Network Virtual Environment
ICCS '07 Proceedings of the 7th international conference on Computational Science, Part II
Motion Prediction for Online Gaming
Motion in Games
An adaptive approach to exponential smoothing for CVE state prediction
Proceedings of the 2nd International Conference on Immersive Telecommunications
PRICAI'06 Proceedings of the 9th Pacific Rim international conference on Artificial intelligence
Research on XML-based active interest management in distributed virtual environment
ICCSA'07 Proceedings of the 2007 international conference on Computational science and its applications - Volume Part I
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Optimizing consistency by maximizing bandwidth usage in distributed interactive applications
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
A protocol for distributed collision detection
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Predictive algorithms for aggregation and disaggregation in mixed mode simulation
Winter Simulation Conference
Dead Reckoning-Based Update Scheduling against Message Loss for Improving Consistency in DVEs
PADS '11 Proceedings of the 2011 IEEE Workshop on Principles of Advanced and Distributed Simulation
EUC'06 Proceedings of the 2006 international conference on Embedded and Ubiquitous Computing
PCM'05 Proceedings of the 6th Pacific-Rim conference on Advances in Multimedia Information Processing - Volume Part II
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
AntReckoning: dead reckoning using interest modeling by pheromones
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
What + when = how: the timelines approach to consistency in networked games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
A dynamic message filtering technique for 3D cyberspaces
Computer Communications
Fair and Efficient Dead Reckoning-Based Update Dissemination for Distributed Virtual Environments
PADS '12 Proceedings of the 2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation
Adaptive classifier system-based dead reckoning
EGVE'07 Proceedings of the 13th Eurographics conference on Virtual Environments
An Enhanced Dead Reckoning Model for Physics-Aware Multiplayer Computer Games
DS-RT '12 Proceedings of the 2012 IEEE/ACM 16th International Symposium on Distributed Simulation and Real Time Applications
Motion-aware adaptive dead reckoning algorithm for collaborative virtual environments
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
Hi-index | 0.00 |
This paper describes a new, auto-adaptive algorithm for dead reckoning in DIS. In general dead-reckoning algorithms use a fixed threshold to control the extrapolation errors. Since a fixed threshold cannot adequately handle the dynamic relationships between moving entities, a multi-level threshold scheme is proposed. The definition of threshold levels is based on the concepts of area of interest (AOI) and sensitive region (SR), and the levels of threshold are adaptively adjusted based on the relative distance between entities during the simulation. Various experiments were conducted. The results show that the proposed auto-adaptive dead reckoning algorithm can achieve considerable reduction in update packets without sacrificing accuracy in extrapolation.