On temporal-spatial realism in the virtual reality environment
UIST '91 Proceedings of the 4th annual ACM symposium on User interface software and technology
Kalman filtering: theory and practice
Kalman filtering: theory and practice
Management of large amounts of data in interactive building walkthroughs
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Numerical recipes in C (2nd ed.): the art of scientific computing
Numerical recipes in C (2nd ed.): the art of scientific computing
A frequency-domain analysis of head-motion prediction
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Signals & systems (2nd ed.)
A class of mobile motion prediction algorithms for wireless mobile computing and communication
Mobile Networks and Applications - Special issue: routing in mobile communications networks
On caching and prefetching of virtual objects in distributed virtual environments
MULTIMEDIA '98 Proceedings of the sixth ACM international conference on Multimedia
MMR: an interactive massive model rendering system using geometric and image-based acceleration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
An auto-adaptive dead reckoning algorithm for distributed interactive simulation
PADS '99 Proceedings of the thirteenth workshop on Parallel and distributed simulation
A hybrid motion prediction method for caching and prefetching in distributed virtual environments
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
A Motion Prediction Method for Mouse-Based Navigation
CGI '01 Computer Graphics International 2001
The QUICK Framework for Task-Specific Asset Prioritization in Distributed Virtual Environments
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
A Dead-Reckoning Algorithm for Virtual Human Figures
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
GameOD: an internet based game-on-demand framework
Proceedings of the ACM symposium on Virtual reality software and technology
Presence: Teleoperators and Virtual Environments
Real-Time Continuous Multiresolution Method for Models of Arbitrary Topology
Presence: Teleoperators and Virtual Environments
CyberWalk: a web-based distributed virtual walkthrough environment
IEEE Transactions on Multimedia
VSculpt: a distributed virtual sculpting environment for collaborative design
IEEE Transactions on Multimedia
Mobility modeling, location tracking, and trajectory prediction in wireless ATM networks
IEEE Journal on Selected Areas in Communications
A Trajectory-Preserving Synchronization Method for Collaborative Visualization
IEEE Transactions on Visualization and Computer Graphics
Hand Motion Prediction for Distributed Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
Motion Prediction for Online Gaming
Motion in Games
An incremental SMLAOI algorithm for progressive downloading large scale WebVR scenes
Proceedings of the 14th International Conference on 3D Web Technology
HCI '08 Proceedings of the Third IASTED International Conference on Human Computer Interaction
Expert Systems with Applications: An International Journal
An integer incremental AOI algorithm for progressive downloading of large scale VRML environments
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
A mobile environment for sketching-based skeleton generation
World Wide Web
Game-on-demand:: An online game engine based on geometry streaming
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Hi-index | 0.00 |
A distributed virtual environment (DVE) allows geographically separated users to participate in a shared virtual environment via connected networks. However, when the users are connected by the Internet, bandwidth limitation and network latency may seriously affect the performance and the interactivity of the system. This explains why there are very few DVE applications for the Internet. To address these shortcomings, caching and prefetching techniques are usually employed. Unfortunately, the effectiveness of these techniques depends largely on the accuracy of the prediction method used. Although there are a few methods proposed for predicting 3D motion, most of them are primarily designed for predicting the motion of specific objects by assuming certain object motion behaviors. We notice that in desktop DVE applications, such as virtual walkthrough and network gaming, the 2D mouse is still the most popular device used for navigation input. Through studying the motion behavior of a mouse during 3D navigation, we have developed a hybrid motion model for predicting the mouse motion during such navigation---a linear model for prediction at low-velocity motion and an elliptic model for prediction at high-velocity motion. The predicted mouse motion velocity is then mapped to the 3D environment for predicting the user's 3D motion. We describe how this prediction method can be integrated into the caching and prefetching mechanisms of our DVE prototype. We also demonstrate the effectiveness of the method and the resulting caching and prefetching mechanisms through extensive experiments.