Consistency in replicated continuous interactive media
CSCW '00 Proceedings of the 2000 ACM conference on Computer supported cooperative work
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
Experiences using a dual wireless technology infrastructure to support ad-hoc multiplayer games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Accuracy in dead-reckoning based distributed multi-player games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Consistency models for distributed interactive multimedia applications
ACM SIGOPS Operating Systems Review
On the effects of loose causal consistency in mobile multiplayer games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Influences of network latency and packet loss on consistency in networked racing games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Managing latency and fairness in networked games
Communications of the ACM - Entertainment networking
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Plug-replaceable consistency maintenance for multiplayer games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Globally synchronized dead-reckoning with local lag for continuous distributed multiplayer games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
ACM Transactions on Modeling and Computer Simulation (TOMACS)
A new method for path prediction in network games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Construction and scheduling of extrapolated parity packets for dead reckoning in network gaming
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Adaptive Δ-causality control with adaptive dead-reckoning in networked games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Donnybrook: enabling large-scale, high-speed, peer-to-peer games
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
The playing session: enhanced playability for mobile gamers in massive metaverses
International Journal of Computer Games Technology - Networking for Computer Games
Load Skew in Cell-Based Interest Management Systems
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Collision Avoidance between Avatars of Real and Virtual Individuals
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Gone but not forgotten: designing for disconnection in synchronous groupware
Proceedings of the 2010 ACM conference on Computer supported cooperative work
International Journal of Computers and Applications
Consistency aware update schedule in multi-server Distributed Virtual Environments
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
The human factors of consistency maintenance in multiplayer computer games
Proceedings of the 16th ACM international conference on Supporting group work
Quantifying QoS requirements of network services: a cheat-proof framework
MMSys '11 Proceedings of the second annual ACM conference on Multimedia systems
QoE assessment in networked air hockey game with haptic media
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Collaborative Interest Management for Peer-to-Peer Networked Virtual Environment
PADS '11 Proceedings of the 2011 IEEE Workshop on Principles of Advanced and Distributed Simulation
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
DS-RT '11 Proceedings of the 2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications
Adaptive 3D texture streaming in M3G-based mobile games
Proceedings of the 3rd Multimedia Systems Conference
AntReckoning: dead reckoning using interest modeling by pheromones
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Comparison of predictive contract mechanisms from an information theory perspective
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Latency equalization as a new network service primitive
IEEE/ACM Transactions on Networking (TON)
An information-based dynamic extrapolation model for networked virtual environments
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Mobile online gaming via resource sharing
Proceedings of the 5th International ICST Conference on Simulation Tools and Techniques
Enhancement of Collaborative Interest Management Mechanism for P2P Networked Virtual Environment
PADS '12 Proceedings of the 2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation
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
Are all games equally cloud-gaming-friendly?: an electromyographic approach
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
Prediction from expert demonstrations for safe tele-surgery
International Journal of Automation and Computing
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A major problem of network-based multiplayer games (and other distributed virtual environments) is caused by the network transmission delay. This delay leads to inconsistency and other problems. Dead reckoning is often used to reduce the effects of network induced delays and losses by applying prediction means. The quality of the prediction and, hence, the consistency of the distributed game, depends on the difference between the real and the predicted position of some objects. In this paper we discuss prediction methods for games and study their usefulness in regard to different game types (genre) like Sport, 3D-Action and racing games. Using implementations, the methods are evaluated experimentally.