Distributed virtual worlds encompass a number of different possible user interactions. These are realized as interaction events that need to be reflected in all user's views in a timely and synchronous fashion. This is difficult because of two aspects: A) user requirements vary for different events and due to B) restricted system resources, mainly network delay. In this paper we present a framework that allows the processing of events using different synchronization protocols depending on the user requirements. We integrate existing protocols into the framework allowing different handling of events
International audienceThis paper addresses the motion synchronization problem in shared virtual envi...
In this paper, we consider problems of constructing a communication subgraph and deriving an optima...
The development of large scale virtual reality and simulation systems have been mostly driven by the...
Distributed virtual worlds encompass a number of different possible user interactions. These are rea...
Abstract—Online amusement applications, as distributed multiplayer videogames and interactive storyt...
Advances in computer networks and rendering systems facilitate the creation of distributed collabora...
We describe an architecture for coping with latency and asynchrony of multisensory events in interac...
Distributed virtual environments are rapidly gaining in popularity for the implementation of intuiti...
Technological advances in virtual environments facilitate the creation of distributed collaborative ...
Technological advances in virtual environments facilitate the creation of distributed collaborative ...
Since the expansion of their market and their challenging requirements, Massively Multiplayer Online...
This paper proposes a solution to the problems associated with network latency within distributed vi...
This paper proposes a solution to the problems associated with network latency within distributed vi...
In recent years, large scale distributed virtual environ-ments have become a major trend in distribu...
Without user interactions, multimedia presentations are just fancy slide shows with sound and video ...
International audienceThis paper addresses the motion synchronization problem in shared virtual envi...
In this paper, we consider problems of constructing a communication subgraph and deriving an optima...
The development of large scale virtual reality and simulation systems have been mostly driven by the...
Distributed virtual worlds encompass a number of different possible user interactions. These are rea...
Abstract—Online amusement applications, as distributed multiplayer videogames and interactive storyt...
Advances in computer networks and rendering systems facilitate the creation of distributed collabora...
We describe an architecture for coping with latency and asynchrony of multisensory events in interac...
Distributed virtual environments are rapidly gaining in popularity for the implementation of intuiti...
Technological advances in virtual environments facilitate the creation of distributed collaborative ...
Technological advances in virtual environments facilitate the creation of distributed collaborative ...
Since the expansion of their market and their challenging requirements, Massively Multiplayer Online...
This paper proposes a solution to the problems associated with network latency within distributed vi...
This paper proposes a solution to the problems associated with network latency within distributed vi...
In recent years, large scale distributed virtual environ-ments have become a major trend in distribu...
Without user interactions, multimedia presentations are just fancy slide shows with sound and video ...
International audienceThis paper addresses the motion synchronization problem in shared virtual envi...
In this paper, we consider problems of constructing a communication subgraph and deriving an optima...
The development of large scale virtual reality and simulation systems have been mostly driven by the...