Data networks
High resolution virtual reality
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Reaching for objects in VR displays: lag and frame rate
ACM Transactions on Computer-Human Interaction (TOCHI)
An auto-adaptive dead reckoning algorithm for distributed interactive simulation
PADS '99 Proceedings of the thirteenth workshop on Parallel and distributed simulation
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Parallel and distributed simulation
Proceedings of the 31st conference on Winter simulation: Simulation---a bridge to the future - Volume 1
Building Multiuser Interactive Multimedia Environments at MERL
IEEE MultiMedia
Interactive Multiuser VEs in the DIVE System
IEEE MultiMedia
WET-ICE '97 Proceedings of the 6th Workshop on Enabling Technologies on Infrastructure for Collaborative Enterprises
ICMCS '99 Proceedings of the IEEE International Conference on Multimedia Computing and Systems - Volume 2
Active Measurement and Analysis of Delay Time in the Internet
ICPP '99 Proceedings of the 1999 International Workshops on Parallel Processing
Interest Management in Large-Scale Virtual Environments
Presence: Teleoperators and Virtual Environments
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
Consistency models for distributed interactive multimedia applications
ACM SIGOPS Operating Systems Review
DS-RT '05 Proceedings of the 9th IEEE International Symposium on Distributed Simulation and Real-Time Applications
On consistency and network latency in distributed interactive applications: a survey--part I
Presence: Teleoperators and Virtual Environments
A two-phase approach to interactivity enhancement for large-scale distributed virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
A Latency-Aware Partitioning Method for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
Synchronous collaborative systems for distributed virtual environments in Java
International Journal of Computer Applications in Technology
Towards an information model of consistency maintenance in distributed interactive applications
International Journal of Computer Games Technology - Networking for Computer Games
A new system architecture for crowd simulation
Journal of Network and Computer Applications
Large Scale Distributed Virtual Environments on the Grid: Design, Implementation, and a Case Study
Computer Supported Cooperative Work in Design IV
Efficient Zone Mapping Algorithms for Distributed Virtual Environments
PADS '09 Proceedings of the 2009 ACM/IEEE/SCS 23rd Workshop on Principles of Advanced and Distributed Simulation
DS-RT '09 Proceedings of the 2009 13th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications
Client assignment problem in distributed virtual environments
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
Efficient client-to-server assignments for distributed virtual environments
IPDPS'06 Proceedings of the 20th international conference on Parallel and distributed processing
Multi-objective zone mapping in large-scale distributed virtual environments
Journal of Network and Computer Applications
Game-on-demand:: An online game engine based on geometry streaming
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
QoS-Aware Server Provisioning for Large-Scale Distributed Virtual Environments
PADS '10 Proceedings of the 2010 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
Providing full awareness to distributed virtual environments based on peer-to-peer architectures
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Workload characterization in multiplayer online games
ICCSA'06 Proceedings of the 6th international conference on Computational Science and Its Applications - Volume Part I
A virtualization-based approach for zone migration in distributed virtual environments
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Survey of state melding in virtual worlds
ACM Computing Surveys (CSUR)
Fair and Efficient Dead Reckoning-Based Update Dissemination for Distributed Virtual Environments
PADS '12 Proceedings of the 2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation
Online Client Assignment in Dynamic Real-Time Distributed Interactive Applications
DS-RT '13 Proceedings of the 2013 IEEE/ACM 17th International Symposium on Distributed Simulation and Real Time Applications
Hi-index | 0.00 |
Maintaining a consistent view of the simulated world among different simulation nodes is a fundamental problem in large-scale distributed virtual environments (DVEs). In this paper, we characterize this problem by quantifying the time-space inconsistency in a DVE. To this end, a metric is defined to measure the time-space inconsistency in a DVE. One major advantage of the metric is that it may be estimated based on some characteristic parameters of a DVE, such as clock asynchrony, message transmission delay, the accuracy of the dead reckoning algorithm, the kinetics of the moving entity, and human factors. Thus the metric can be used to evaluate the time-space consistency property of a DVE without the actual execution of the DVE application, which is especially useful in the design stage of a DVE. Our work also clearly shows how the characteristic parameters of a DVE are interrelated in deciding the time-space inconsistency, so that we may fine-tune the DVE to make it as consistent as possible. To verify the effectiveness of the metric, a Ping-Pong game is developed. Experimental results show that the metric is effective in evaluating the time-space consistency property of the game.