Human-to-human interaction across distributed applications requires that sufficient consistency be maintained among participants in the face of network characteristics such as latency and limited bandwidth. The level of inconsistency arising from the network is proportional to the network delay, and thus a function of bandwidth consumption. Distributed simulation has often used a bandwidth reduction technique known as dead reckoning that combines approximation and estimation in the communication of entity movement to reduce network traffic, and thus improve consistency. However, unless carefully tuned to application and network characteristics, such an approach can introduce more inconsistency than it avoids. The key tuning metric is...
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...
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 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 ...
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 m...
Dead reckoning is widely employed as an entity update packet reduction technique in Distributed Inte...
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...
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...
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...
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 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 ...
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 m...
Dead reckoning is widely employed as an entity update packet reduction technique in Distributed Inte...
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...
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...
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...