Several techniques exist which reduce network bandwidth consumption and thus limit the effects of network latency in networked virtual environments. Dead reckoning is one such technique that has been widely adopted for use with dynamic entities. However, in previous work we have shown that the use of a spatial threshold alone in dead reckoning can result in unbounded absolute inconsistency. A novel hybrid threshold was proposed that combined a spatial threshold together with an absolute consistency metric to impose an upper bound on absolute inconsistency under all circumstances. This was verified through a simulation of typical movement in a computer racing game. This paper extends this work by investigating the problem in mor...
Dead reckoning is widely employed as an entity update packet reduction technique in Distributed Int...
Dead reckoning is widely employed as an entity update packet reduction technique in Distributed Int...
Scalability is an important issue in the design of networked virtual environments (NVEs). In order t...
Several techniques exist which reduce network bandwidth consumption and thus limit the effects of n...
Several techniques exist which reduce network bandwidth consumption and thus limit the effects of n...
Several techniques exist which reduce network bandwidth consumption and thus limit the effects of n...
Dead reckoning is widely employed as an entity update packet reduction technique in Distributed Int...
Human-to-human interaction across distributed applications requires that sufficient consistency be ...
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 ...
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 m...
Human-to-human interaction across distributed applications requires that sufficient consistency be ...
Dead reckoning is widely employed as an entity update packet reduction technique in Distributed Inte...
Dead reckoning is widely employed as an entity update packet reduction technique in Distributed Int...
Dead reckoning is widely employed as an entity update packet reduction technique in Distributed Int...
Dead reckoning is widely employed as an entity update packet reduction technique in Distributed Int...
Scalability is an important issue in the design of networked virtual environments (NVEs). In order t...
Several techniques exist which reduce network bandwidth consumption and thus limit the effects of n...
Several techniques exist which reduce network bandwidth consumption and thus limit the effects of n...
Several techniques exist which reduce network bandwidth consumption and thus limit the effects of n...
Dead reckoning is widely employed as an entity update packet reduction technique in Distributed Int...
Human-to-human interaction across distributed applications requires that sufficient consistency be ...
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 ...
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 m...
Human-to-human interaction across distributed applications requires that sufficient consistency be ...
Dead reckoning is widely employed as an entity update packet reduction technique in Distributed Inte...
Dead reckoning is widely employed as an entity update packet reduction technique in Distributed Int...
Dead reckoning is widely employed as an entity update packet reduction technique in Distributed Int...
Dead reckoning is widely employed as an entity update packet reduction technique in Distributed Int...
Scalability is an important issue in the design of networked virtual environments (NVEs). In order t...