We describe an architecture for coping with latency and asynchrony of multisensory events in interactive virtual environments. We propose to decompose multisensory interactions into a series of discrete, perceptually significant events, and structure the application architecture within this event-based context. We analyze the sources of latency, and develop a framework for event prediction and scheduling. Our framework decouples synchronization from latency, and uses prediction to reduce latency when possible. We evaluate the performance of the architecture using vision-based motion sensing and multisensory rendering using haptics, sounds, and graphics. The architecture makes it easy to achieve good performance using commodity off-the-shelf...
Simulation lag is a known issue in networked virtual environments where users are geographically dis...
This paper describes a software architecture useful in creating new virtual reality interfaces acros...
Abstract. In this paper, we describe a low delay real-time multimodal cue detection engine for a liv...
Advances in computer networks and rendering systems facilitate the creation of distributed collabora...
Minimizing system latency is a traditionally important topic for the development of multi-modal Virt...
Distributed virtual worlds encompass a number of different possible user interactions. These are rea...
Object-driven interactions have various applications, especially in team activities and sports like ...
Technological advances in virtual environments facilitate the creation of distributed collaborative ...
Technological advances in virtual environments facilitate the creation of distributed collaborative ...
Display systems typically operate at a minimum rate of 60 Hz. However, existing VR-architectures gen...
Advances in computer networks and rendering systems facilitate the creation of distributed collabora...
In this dissertation we present a novel approach to the design of multisensory interactive applicati...
This thesis addresses problems fundamental to the creation of interactive 3D graphics appli-cations ...
Designing low end-to-end latency system architectures for virtual reality is still an open and chall...
Two important technical objectives of virtual-reality systems are to provide compelling visuals and ...
Simulation lag is a known issue in networked virtual environments where users are geographically dis...
This paper describes a software architecture useful in creating new virtual reality interfaces acros...
Abstract. In this paper, we describe a low delay real-time multimodal cue detection engine for a liv...
Advances in computer networks and rendering systems facilitate the creation of distributed collabora...
Minimizing system latency is a traditionally important topic for the development of multi-modal Virt...
Distributed virtual worlds encompass a number of different possible user interactions. These are rea...
Object-driven interactions have various applications, especially in team activities and sports like ...
Technological advances in virtual environments facilitate the creation of distributed collaborative ...
Technological advances in virtual environments facilitate the creation of distributed collaborative ...
Display systems typically operate at a minimum rate of 60 Hz. However, existing VR-architectures gen...
Advances in computer networks and rendering systems facilitate the creation of distributed collabora...
In this dissertation we present a novel approach to the design of multisensory interactive applicati...
This thesis addresses problems fundamental to the creation of interactive 3D graphics appli-cations ...
Designing low end-to-end latency system architectures for virtual reality is still an open and chall...
Two important technical objectives of virtual-reality systems are to provide compelling visuals and ...
Simulation lag is a known issue in networked virtual environments where users are geographically dis...
This paper describes a software architecture useful in creating new virtual reality interfaces acros...
Abstract. In this paper, we describe a low delay real-time multimodal cue detection engine for a liv...