Parallel discrete event simulation
Communications of the ACM - Special issue on simulation
Groupware: some issues and experiences
Communications of the ACM
Lightweight causal and atomic group multicast
ACM Transactions on Computer Systems (TOCS)
Understanding the limitations of causally and totally ordered communication
SOSP '93 Proceedings of the fourteenth ACM symposium on Operating systems principles
Distributed operating systems
Real time groupware as a distributed system: concurrency control and its effect on the interface
CSCW '94 Proceedings of the 1994 ACM conference on Computer supported cooperative work
Language-level support for exploratory programming of distributed virtual environments
Proceedings of the 9th annual ACM symposium on User interface software and technology
Time management in the DoD high level architecture
PADS '96 Proceedings of the tenth workshop on Parallel and distributed simulation
A reliable multicast framework for light-weight sessions and application level framing
IEEE/ACM Transactions on Networking (TON)
ACM Transactions on Computer-Human Interaction (TOCHI)
A distributed 3D graphics library
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Locking Protocols: From Exclusive to Shared Locks
Journal of the ACM (JACM)
Coping with inconsistency due to network delays in collaborative virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Distributed Open Inventor: a practical approach to distributed 3D graphics
Proceedings of the ACM symposium on Virtual reality software and technology
Responsiveness and consistency tradeoffs in interactive groupware
CSCW '98 Proceedings of the 1998 ACM conference on Computer supported cooperative work
Inside MASSIVE-3: flexible support for data consistency and world structuring
Proceedings of the third international conference on Collaborative virtual environments
Distributed systems (3rd ed.): concepts and design
Distributed systems (3rd ed.): concepts and design
Time, clocks, and the ordering of events in a distributed system
Communications of the ACM
CAVERNsoft G2: a toolkit for high performance tele-immersive collaboration
VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology
Designing the User Interface: Strategies for Effective Human-Computer Interaction
Designing the User Interface: Strategies for Effective Human-Computer Interaction
Interactive Multiuser VEs in the DIVE System
IEEE MultiMedia
SeamlessDesign for 3D Object Creation
IEEE MultiMedia
WET-ICE '97 Proceedings of the 6th Workshop on Enabling Technologies on Infrastructure for Collaborative Enterprises
VR '99 Proceedings of the IEEE Virtual Reality
Scalable Prediction Based Concurrency Control for Distributed Virtual Environments
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
Distributed Applications for Collaborative Augmented Reality
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
Managing Collaboration in the nanoManipulator
VR '03 Proceedings of the IEEE Virtual Reality 2003
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
RAVEL, a Support System for the Development of Distributed Multi-User VE Applications
VRAIS '98 Proceedings of the Virtual Reality Annual International Symposium
DS-RT '03 Proceedings of the Seventh IEEE International Symposium on Distributed Simulation and Real-Time Applications
The Simple Virtual Environment Library: An Extensible Framework for Building VE Applications
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments - Special section: Legal, ethical, and policy issues associated with virtual environments and computer mediated reality
Count down protocol: asynchronous consistent protocol in P2P virtual ball game
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Physically based collaborative simulations under ring-like network configurations
IEEE Computer Graphics and Applications - Special issue on non-photorealistic rendering a virtual environment for teaching social skills
A collaborative virtual haptic environment for surgical training and tele-mentoring
International Journal of Robotics and Automation
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
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As collaboration in virtual environments becomes more object-focused and closely coupled, the frequency of conflicts in accessing shared objects can increase. In addition, two kinds of concurrency control "surprises" become more disruptive to the collaboration. Undo surprises can occur when a previously visible change is undone because of an access conflict. Intention surprises can happen when a concurrent action by a remote session changes the structure of a shared object at the same perceived time as a local access of that object, such that the local user might not get what they expect because they have not had time to visually process the change. A hierarchy of three concurrency control mechanisms is presented in descending order of collaborative surprises, which allows the concurrency scheme to be tailored to the tolerance for such surprises. One mechanism is semioptimistic; the other two are pessimistic. Designed for peer-to-peer vitual environments in which several threads have access to the shared scene graph, these algorithms are straightforward and relatively simple. They can be implemented using C/C++ and Java, under Windows and Unix, on both desktop and immersive systems. In a series of usability experiments, the average performance of the most conservative concurrency control mechanism on a local LAN was found to be quite acceptable.