IEEE/ACM Transactions on Networking (TON)
Time, clocks, and the ordering of events in a distributed system
Communications of the ACM
Consistency control for distributed interactive media
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
A communication architecture for massive multiplayer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
A Group Synchronization Mechanism for Stored Media in Multicast Communications
INFOCOM '97 Proceedings of the INFOCOM '97. Sixteenth Annual Joint Conference of the IEEE Computer and Communications Societies. Driving the Information Revolution
A synchronization mechanism for continuous media in multimedia communications
INFOCOM '95 Proceedings of the Fourteenth Annual Joint Conference of the IEEE Computer and Communication Societies (Vol. 3)-Volume - Volume 3
Control mechanisms for packet audio in the internet
INFOCOM'96 Proceedings of the Fifteenth annual joint conference of the IEEE computer and communications societies conference on The conference on computer communications - Volume 1
A media synchronization survey: reference model, specification, and case studies
IEEE Journal on Selected Areas in Communications
Multimedia group synchronization protocols for integrated services networks
IEEE Journal on Selected Areas in Communications
Survey of error recovery techniques for IP-based audio-visual multicast applications
IEEE Network: The Magazine of Global Internetworking
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
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
Synchronization methods for supporting distributed 3D virtual environments in Java™
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Influences of network latency on interactivity in networked rock-paper-scissors
NetGames '06 Proceedings of 5th 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
Synchronous collaborative systems for distributed virtual environments in Java
International Journal of Computer Applications in Technology
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This paper makes a performance comparison between a centralized control scheme and a distributed control scheme; these two schemes were previously proposed by the authors so as to preserve causality and media synchronization for networked multimedia games. In the centralized control scheme, we have a single server which carries out causality control and multiple clients which exerts media synchronization control. In the distributed control scheme, each client performs causality and media synchronization control without any server. For the performance comparison, we have carried out an experiment of a networked shooting game in which computer data, voice, and video are dealt with together.