WYSIWIS revised: early experiences with multiuser interfaces
ACM Transactions on Information Systems (TOIS)
ACM SIGOPS Operating Systems Review
Temporal notions of synchronization and consistency in Beehive
Proceedings of the ninth annual ACM symposium on Parallel algorithms and architectures
Timewarp: techniques for autonomous collaboration
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Timed consistency for shared distributed objects
Proceedings of the eighteenth annual ACM symposium on Principles of distributed computing
An auto-adaptive dead reckoning algorithm for distributed interactive simulation
PADS '99 Proceedings of the thirteenth workshop on Parallel and distributed simulation
A distributed algorithm for graphic objects replication in real-time group editors
GROUP '99 Proceedings of the international ACM SIGGROUP conference on Supporting group work
Mu3D: a causal consistency protocol for a collaborative VRML editor
VRML '00 Proceedings of the fifth symposium on Virtual reality modeling language (Web3D-VRML)
Responsiveness and consistency tradeoffs in interactive groupware
CSCW '98 Proceedings of the 1998 ACM conference on Computer supported cooperative work
An internet based architecture satisfying the distributed building site metaphor
Proceedings of the 2000 information resources management association international conference on Challenges of information technology management in the 21st century
Consistency in replicated continuous interactive media
CSCW '00 Proceedings of the 2000 ACM conference on Computer supported cooperative work
Time, clocks, and the ordering of events in a distributed system
Communications of the ACM
The IceCube approach to the reconciliation of divergent replicas
Proceedings of the twentieth annual ACM symposium on Principles of distributed computing
On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Self-stabilization and eventual consistency in replicated real-time databases
WOSS '02 Proceedings of the first workshop on Self-healing systems
WDAG '91 Proceedings of the 5th International Workshop on Distributed Algorithms
Lifetime Based Consistency Protocols for Distributed Objects
DISC '98 Proceedings of the 12th International Symposium on Distributed Computing
Design and Implementation of an ATM Based Distributed Musical Rehearsal Studio
ECMAST '98 Proceedings of the Third European Conference on Multimedia Applications, Services and Techniques
Collaborating in 3D Virtual Environments: A Synchronous Architecture
WETICE '00 Proceedings of the 9th IEEE International Workshops on Enabling Technologies: Infrastructure for Collaborative Enterprises
Effects of Network Characteristics on Human Performance in a Collaborative Virtual Environment
VR '99 Proceedings of the IEEE Virtual Reality
Effect of Latency on Presence in Stressful Virtual Environments
VR '03 Proceedings of the IEEE Virtual Reality 2003
ICMCS '99 Proceedings of the IEEE International Conference on Multimedia Computing and Systems - Volume 2
Concurrency Control and View Notification Algorithms for Collaborative Replicated Objects
ICDCS '97 Proceedings of the 17th International Conference on Distributed Computing Systems (ICDCS '97)
A Multi-version Approach to Conflict Resolution in Distributed Groupware Systems
ICDCS '00 Proceedings of the The 20th International Conference on Distributed Computing Systems ( ICDCS 2000)
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
A New Paradigm of User Intention Preservation in Realtime Collaborative Editing Systems
ICPADS '00 Proceedings of the Seventh International Conference on Parallel and Distributed Systems
Time-space consistency in large-scale distributed virtual environments
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
Human perception of jitter and media synchronization
IEEE Journal on Selected Areas in Communications
Multimedia group synchronization protocols for integrated services networks
IEEE Journal on Selected Areas in Communications
DS-RT '05 Proceedings of the 9th IEEE International Symposium on Distributed Simulation and Real-Time Applications
Dynamic consistency checking for temporal and spatial relations in multimedia presentations
Proceedings of the 2006 ACM symposium on Applied computing
Consistency requirements in multiplayer online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A Context-Driven Framework for Distributed Collaboration
DS-RT '09 Proceedings of the 2009 13th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications
Survey of state melding in virtual worlds
ACM Computing Surveys (CSUR)
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Distributed Interactive Multimedia Applications (DIMA) are "human in the loop" applications. Their aim is to support real-world like interactions through a virtual world in a broader sense. However, propagation delays, jitter and losses due to network communications naturally lead to inconsistencies, when local and remote actions performed by users/clients are played out. This constraint makes the management of replicated multimedia shared data a real challenge. In the literature, various consistency models are proposed and each of them brings their own complexity and distortion among interactions. In this paper, we provide hints to help DIMA designers to choose appropriate consistency models by first presenting meaningful psycho-perceptive characteristics of the real-world interactions and then discussing various consistency models according to them.