Object-driven interactions have various applications, especially in team activities and sports like volleyball, football, tennis, etc. We define a multi-party virtual world as an environment which includes multiple avatars and computer agents. Latency is one of the primary issues while building a multi-party setup. Delays due to latency cause inconsistencies and unnecessary halts resulting in unrealistic experience in VR. For interactions using objects, it becomes vital to handle the latencies. We present a time scaling algorithm for latency management and synchronization between multiple avatars, while they interact using objects in the VR environment. We propose two time scaling schemes—source and target based. Both these methodologies ar...
[[abstract]]Real-time interactivity is provided across a shared multiple-participant three-dimension...
We present a virtual reality (VR) setup that enables multiple users to participate in collaborative ...
We describe an architecture for coping with latency and asynchrony of multisensory events in interac...
Object-driven interactions have various applications, especially in team activities and sports like ...
Behavioral realism and realistic interactions are major criteria for improving social presence in vi...
Research to date has tended to concentrate on bandwidth considerations to increase scalability in di...
Although Multi-Avatar Distributed Virtual Environments (MAVEs) such as Real-Time Strategy (RTS) game...
Due to the extensive use of modem technology and the advent of mobile communications, bandwidth usag...
Abstract — This work describes our efforts in creating a general object interaction framework for dy...
The development of large scale virtual reality and simulation systems have been mostly driven by the...
Minimizing system latency is a traditionally important topic for the development of multi-modal Virt...
Advances in computer networks and rendering systems facilitate the creation of distributed collabora...
User interaction within a virtual environment may take various forms: a teleconferencing application...
Virtual Reality (VR) applications are currently suffering several gaps to allow a full breakthrough ...
Where users are interacting in a distributed virtual environment, the actions of each user must be o...
[[abstract]]Real-time interactivity is provided across a shared multiple-participant three-dimension...
We present a virtual reality (VR) setup that enables multiple users to participate in collaborative ...
We describe an architecture for coping with latency and asynchrony of multisensory events in interac...
Object-driven interactions have various applications, especially in team activities and sports like ...
Behavioral realism and realistic interactions are major criteria for improving social presence in vi...
Research to date has tended to concentrate on bandwidth considerations to increase scalability in di...
Although Multi-Avatar Distributed Virtual Environments (MAVEs) such as Real-Time Strategy (RTS) game...
Due to the extensive use of modem technology and the advent of mobile communications, bandwidth usag...
Abstract — This work describes our efforts in creating a general object interaction framework for dy...
The development of large scale virtual reality and simulation systems have been mostly driven by the...
Minimizing system latency is a traditionally important topic for the development of multi-modal Virt...
Advances in computer networks and rendering systems facilitate the creation of distributed collabora...
User interaction within a virtual environment may take various forms: a teleconferencing application...
Virtual Reality (VR) applications are currently suffering several gaps to allow a full breakthrough ...
Where users are interacting in a distributed virtual environment, the actions of each user must be o...
[[abstract]]Real-time interactivity is provided across a shared multiple-participant three-dimension...
We present a virtual reality (VR) setup that enables multiple users to participate in collaborative ...
We describe an architecture for coping with latency and asynchrony of multisensory events in interac...