A key component in Distributed Interactive Simulations (DIS) is the number of data packets transmitted across the connected networks. To reduce the number of packets transmitted, DIS applications employ client-side predictive contracts. One widespread client-side predictive contract technique is dead reckoning. This paper proposes a hybrid predictive contract technique, which chooses either the deterministic dead reckoning model or a statistically based model. This results in a more accurate representation of the entity's movement and a consequent reduction in the number of packets that must be communicated to track that movement remotely. The paper describes the hybrid technique and presents results that illustrate the reducti...
This paper analyzes the use of dead reckoning in Distributed Interactive Simulation. The purpose of ...
Collaboration within a Distributed Interactive Application (DIA) requires that a high level of consi...
As Distributed Interactive Applications (DIAs) become increasingly more prominent in the video game...
A key component in Distributed Interactive Simulations (DIS) is the number of data packets transmit...
A key component in Distributed Interactive Simulations (DIS) is the number of data packets transmitt...
Distributed Interactive Applications (DIAs) such as networked games or Distributed Interactive Simul...
Two of the primary factors in the development of networked multiplayer computer games are network ...
Two of the primary factors in the development of networked multiplayer computer games are network la...
Distributed Interactive Applications (DIAs) typically employ entity prediction mechanisms in order t...
Dead reckoning is the most commonly used predictive contract mechanism for the reduction of network...
Predictive contract mechanisms such as dead reckoning are widely employed to support scalable remot...
Human-to-human interaction across distributed applications requires that sufficient consistency be m...
Human-to-human interaction across distributed applications requires that sufficient consistency be ...
Networked games are an important class of distributed systems. In order for such applications to be...
This paper proposes a novel entity state update technique for physics-rich environments in peer-to-...
This paper analyzes the use of dead reckoning in Distributed Interactive Simulation. The purpose of ...
Collaboration within a Distributed Interactive Application (DIA) requires that a high level of consi...
As Distributed Interactive Applications (DIAs) become increasingly more prominent in the video game...
A key component in Distributed Interactive Simulations (DIS) is the number of data packets transmit...
A key component in Distributed Interactive Simulations (DIS) is the number of data packets transmitt...
Distributed Interactive Applications (DIAs) such as networked games or Distributed Interactive Simul...
Two of the primary factors in the development of networked multiplayer computer games are network ...
Two of the primary factors in the development of networked multiplayer computer games are network la...
Distributed Interactive Applications (DIAs) typically employ entity prediction mechanisms in order t...
Dead reckoning is the most commonly used predictive contract mechanism for the reduction of network...
Predictive contract mechanisms such as dead reckoning are widely employed to support scalable remot...
Human-to-human interaction across distributed applications requires that sufficient consistency be m...
Human-to-human interaction across distributed applications requires that sufficient consistency be ...
Networked games are an important class of distributed systems. In order for such applications to be...
This paper proposes a novel entity state update technique for physics-rich environments in peer-to-...
This paper analyzes the use of dead reckoning in Distributed Interactive Simulation. The purpose of ...
Collaboration within a Distributed Interactive Application (DIA) requires that a high level of consi...
As Distributed Interactive Applications (DIAs) become increasingly more prominent in the video game...