Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
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
State Transmission Mechanisms for a Collaborative Virtual Environment Middleware Platform
IDMS '01 Proceedings of the 8th International Workshop on Interactive Distributed Multimedia Systems
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
International Journal of Computer Games Technology
What + when = how: the timelines approach to consistency in networked games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Adaptive classifier system-based dead reckoning
EGVE'07 Proceedings of the 13th Eurographics conference on Virtual Environments
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The state-of-the-art approach to realize consistency in distributed virtual environments (e.g., action games, multi-user virtual reality, and battlefield simulations) is dead reckoning. A fundamental problem of dead reckoning is that participants may perceive different states for the same entity. While these inconsistencies will eventually be repaired, the resulting state of an entity may be incorrect. In this position paper we will investigate the reasons for this type of problem and propose an improved consistency approach. Our approach guarantees that all participants of a session will eventually agree on what has really happened and how the correct state of the medium should look like. In order to reach this aim we propose to transmit events as additional information, thereby allowing a simple timewarp algorithm to reconstruct the correct state of the distributed virtual environment.