An Animated On-Line Community with Artificial Agents
IEEE MultiMedia
A hybrid deposit model for low overhead communication in high speed LANs
Protocols for High-Speed Networks IV
Notification servers for synchronous groupware
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
FreeWalk: supporting casual meetings in a network
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Applying videogame technologies to video conferencing systems
SAC '98 Proceedings of the 1998 ACM symposium on Applied Computing
Distributed object implementations for interactive applications
IFIP/ACM International Conference on Distributed systems platforms
Component framework infrastructure for virtual environments
Proceedings of the third international conference on Collaborative virtual environments
Critical causality in distributed virtual environments
Proceedings of the sixteenth workshop on Parallel and distributed simulation
An Object-Oriented Software Framework for Large-Scale Networked Virtual Environments
Euro-Par '00 Proceedings from the 6th International Euro-Par Conference on Parallel Processing
An innovative design approach to build virtual environment systems
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Locales and Beacons: Efficient and Precise Support for Large Multi-User Virtual Environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Time-space consistency in large-scale distributed virtual environments
ACM Transactions on Modeling and Computer Simulation (TOMACS)
3D visual component based approach for immersive collaborative virtual environments
ETP '03 Proceedings of the 2003 ACM SIGMM workshop on Experiential telepresence
Parallel Computing - Special issue: Parallel and nature-inspired computational paradigms and applications
A Sexual Elitist Genetic Algorithm for Providing QoS in Distributed Virtual Environment Systems
IPDPS '05 Proceedings of the 19th IEEE International Parallel and Distributed Processing Symposium (IPDPS'05) - Workshop 6 - Volume 07
Improving the Performance of Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
A prototype design tool for participants in graphical multiuser environments
CHI EA '97 CHI '97 Extended Abstracts on Human Factors in Computing Systems
A genetic approach for adding QoS to distributed virtual environments
Computer Communications
Critical causal order of events in distributed virtual environments
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Components for Distributed Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
A Latency-Aware Partitioning Method for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
ICCSA'03 Proceedings of the 2003 international conference on Computational science and its applications: PartIII
A dynamic hierarchical map partitioning for MMOG
ISPA'06 Proceedings of the 2006 international conference on Frontiers of High Performance Computing and Networking
Dynamic load balancing for online games using predefined area information
OTM'06 Proceedings of the 2006 international conference on On the Move to Meaningful Internet Systems: AWeSOMe, CAMS, COMINF, IS, KSinBIT, MIOS-CIAO, MONET - Volume Part I
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Building multiuser interactive multimedia environments at Mitsubishi Electric Research Laboratories (MERL) is a highly interdisciplinary activity that involves the efforts of more than a dozen people. Our prototype systems involve expertise in computer graphics, animation, networking, artificial intelligence, human-computer interaction, computer vision, spoken language understanding, graphic design, learning theory, and drama. The relationship among the three areas of work at MERL discussed in this project report is a simple three-layer tier. At the bottom, supporting everything, are high-speed networks. On top of the networks we built a piece of middleware called the Scalable Platform for Interactive Environments, or Spline for short. Finally, Diamond Park is an experimental environment we are building using Spline