Abstract – This paper is the second part of a two part paper that documents a detailed survey of the research carried out on consistency and latency in distributed interactive applications (DIAs) in recent decades. Part I reviewed the terminology associated with DIAs and offered definitions for consistency and latency. A classification for consistency maintenance mechanisms was given and various mechanisms belonging to the first of three categories, time management, were described. Here, in the second part of the paper, the remaining two categories of mechanisms are examined – information management (such as predictive contract techniques, relevance filtering, packet bundling) and system architecture (such as QoS and protocols). I
A key factor determining the success of a Distributed Interactive Application (DIA) is the maintenan...
Network latency and bandwidth are important factors in online games for satisfying users ’ playabili...
Where users are interacting in a distributed virtual environment, the actions of each user must be o...
This paper is the second part of a two part paper that documents a detailed survey of the research c...
This paper is the second part of a two part paper that documents a detailed survey of the research c...
This paper is the second part of a two part paper that documents a detailed survey of the research c...
This paper is the second part of a two part paper that documents a detailed survey of the research c...
This paper is the first part of a two-part paper that documents a detailed survey of the research c...
This paper is the first part of a two-part paper that documents a detailed survey of the research c...
This paper is the first part of a two-part paper that documents a detailed survey of the research c...
Abstract—Consistency maintenance in Distributed Interactive Applications (DIAs) is subjected to net...
Abstract—Consistency maintenance in Distributed Interactive Applications (DIAs) is subjected to net...
Abstract—Consistency maintenance in Distributed Interactive Applications (DIAs) is subjected to net...
This paper has three objectives. Firstly it describes the historical development of Distributed Inte...
International audienceThe paper discusses our practical experience and theoretical results in invest...
A key factor determining the success of a Distributed Interactive Application (DIA) is the maintenan...
Network latency and bandwidth are important factors in online games for satisfying users ’ playabili...
Where users are interacting in a distributed virtual environment, the actions of each user must be o...
This paper is the second part of a two part paper that documents a detailed survey of the research c...
This paper is the second part of a two part paper that documents a detailed survey of the research c...
This paper is the second part of a two part paper that documents a detailed survey of the research c...
This paper is the second part of a two part paper that documents a detailed survey of the research c...
This paper is the first part of a two-part paper that documents a detailed survey of the research c...
This paper is the first part of a two-part paper that documents a detailed survey of the research c...
This paper is the first part of a two-part paper that documents a detailed survey of the research c...
Abstract—Consistency maintenance in Distributed Interactive Applications (DIAs) is subjected to net...
Abstract—Consistency maintenance in Distributed Interactive Applications (DIAs) is subjected to net...
Abstract—Consistency maintenance in Distributed Interactive Applications (DIAs) is subjected to net...
This paper has three objectives. Firstly it describes the historical development of Distributed Inte...
International audienceThe paper discusses our practical experience and theoretical results in invest...
A key factor determining the success of a Distributed Interactive Application (DIA) is the maintenan...
Network latency and bandwidth are important factors in online games for satisfying users ’ playabili...
Where users are interacting in a distributed virtual environment, the actions of each user must be o...