Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Responsiveness and consistency tradeoffs in interactive groupware
CSCW '98 Proceedings of the 1998 ACM conference on Computer supported cooperative work
Interactive Multiuser VEs in the DIVE System
IEEE MultiMedia
A Taxonomy for Networked Virtual Environments
IEEE MultiMedia
Distributed Virtual Environments
IEEE Computer Graphics and Applications
Design of the Interactive Sharing Transfer Protocol
WET-ICE '97 Proceedings of the 6th Workshop on Enabling Technologies on Infrastructure for Collaborative Enterprises
VR '99 Proceedings of the IEEE Virtual Reality
Scalable Prediction Based Concurrency Control for Distributed Virtual Environments
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
Issues in the design of a scalable shared virtual environment for the Internet
HICSS '97 Proceedings of the 30th Hawaii International Conference on System Sciences: Software Technology and Architecture - Volume 1
ATLAS: a scalable network framework for distributed virtual environments
Proceedings of the 4th international conference on Collaborative virtual environments
The design of desktop virtual reality environment based on VRML: digital TJU navigation system
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
ATLAS: A Scalable Network Framework for Distributed Virtual Environments
Presence: Teleoperators and Virtual Environments
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Shared sense of a virtual world is often enhanced by replicating the information at each user's site since replication provides acceptable interactive performance, especially when users are geographically distributed over large networks like the Internet. However, multiple concurrent updates may lead to inconsistent views among replicas. Therefore concurrency control is a key factor to maintaining a consistent state among replicas. We proposed a scalable prediction-based scheme in which an ownership request is multicasted to only the users surrounding a target entity. In our previous work, we assumed that all the users navigate a virtual world with a single speed. It, however, is quite common in a networked virtual environment like a network game that users are allowed to change their navigation speed as they interact with a virtual world for adding more realism. This paper proposes an enhancement to support users with various speeds. The enhanced scheme allows as many Entity Radii as the number of different speed and allocates a separate queue for users of each speed. Each queue is examined in parallel to predict the next owner candidate and among the selected candidates is chosen the final candidate, which has a minimum predicted collision time. It contributes to the timely advanced transfer of ownership by using appropriate Entity Radius based on a user's speed, fair granting of ownership by reducing the interference between users with different speed and latency, and high prediction accuracy by reducing the redundant ownership transfer.