Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
NIST Net: a Linux-based network emulation tool
ACM SIGCOMM Computer Communication Review
Presence: Teleoperators and Virtual Environments - Special issue: Advances in collaborative virtual environments
Peer-to-Peer Networked Field-type Virtual Environment by Using AtoZ
CW '04 Proceedings of the 2004 International Conference on Cyberworlds
A Protocol for Peer-to-Peer Multi-Player Networked Virtual Ball Game
IEICE - Transactions on Information and Systems
On a Serverless Networked Virtual Ball Game for Multi-Player
CW '05 Proceedings of the 2005 International Conference on Cyberworlds
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This paper studies a way to improve consistency of states in a ball game typed DVE with lag, in P2P architecture. We also study how to control shared objects in real-time in a server-less network architecture. Specifically, a priority field called Allocated Topographical Zone (AtoZ) is used for P2P typed DVE. In a critical case (i.e. inconsistent phenomena), a stricter ownership determination algorithm, called dead zone is introduced. Moreover, we propose the method to get rid of a critical case for P2P multi-player virtual ball game. By using proposed method, a robust and effective scheme is achieved for a virtual ball game. As an example of the application, a real-time networked multi-player air-hockey is implemented for evaluation of validity of proposed method.