Time-space consistency in large-scale distributed virtual environments
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Collaborative virtual environments: from birth to standardization
IEEE Communications Magazine
Communicating Eye Gaze across a Distance without Rooting Participants to the Spot
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
ACM Transactions on Internet Technology (TOIT)
DS-RT '09 Proceedings of the 2009 13th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications
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
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Human-to-human interaction across distributed applications requires that sufficient consistency be maintained among participants in the face of network characteristics such as latency and limited bandwidth. Techniques and approaches for reducing bandwidth usage can minimise network delays by reducing the network traffic and therefore better exploiting available bandwidth. However, these approaches induce inconsistencies within the level of human perception. Dead reckoning is a well-known technique for reducing the number of update packets transmitted between participating nodes. It employs a distance threshold for deciding when to generate update packets. This paper questions the use of such a distance threshold in the context of absolute consistency and it highlights a major drawback with such a technique. An alternative threshold criterion based on time and distance is examined and it is compared to the distance only threshold. A drawback with this proposed technique is also identified and a hybrid threshold criterion is then proposed. However, the trade-off between spatial and temporal inconsistency remains.