The Jupiter audio/video architecture: secure multimedia in network places
Proceedings of the third ACM international conference on Multimedia
High-latency, low-bandwidth windowing in the Jupiter collaboration system
Proceedings of the 8th annual ACM symposium on User interface and software technology
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
MASSIVE: a distributed virtual reality system incorporating spatial trading
ICDCS '95 Proceedings of the 15th International Conference on Distributed Computing Systems
Using a Position History-Based Protocol for Distributed Object Visualization
Using a Position History-Based Protocol for Distributed Object Visualization
An Event-Based Object Model for Distributed Programming
An Event-Based Object Model for Distributed Programming
The VOID Shell
The Knowledge Engineering Review
Matrix: adaptive middleware for distributed multiplayer games
Proceedings of the ACM/IFIP/USENIX 2005 International Conference on Middleware
A ring infrastructure for neighbor-centric peer-to-peer applications
NBiS'07 Proceedings of the 1st international conference on Network-based information systems
Matrix: adaptive middleware for distributed multiplayer games
Middleware'05 Proceedings of the ACM/IFIP/USENIX 6th international conference on Middleware
Hi-index | 0.00 |
Lack of bandwidth and network latency are known to be major impediments to achieving realism in distributed virtual world (vw) applications with a large number of, potentially geographically dispersed, entities. This paper describes a combination of techniques that we are using to overcome these twin problems. The techniques described are intended to reduce both the volume and frequency of communication between the entities that make up the virtual world and include the use of anonymous event-based communication with notify constraints, scoping of event propagation with zones, and use of predictive approaches to replica management. Each of these techniques is described in turn.