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Volumn , Issue , 2006, Pages 88-92

Does reducing packet transmission rates help to improve consistency within distributed interactive applications?

Author keywords

Consistency; Dead Reckoning; Distributed Interactive Applications; Entity Update Mechanisms; Networked Games

Indexed keywords

ANIMATION; INTERACTIVE DEVICES; INTERNET; NETWORK SECURITY; PACKET NETWORKS;

EID: 51349159050     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: None     Document Type: Conference Paper
Times cited : (6)

References (16)
  • 1
    • 33748642803 scopus 로고    scopus 로고
    • On consistency and network latency in distributed interactive applications: A survey - Part I
    • August
    • Delaney, D., T. Ward and S. McLoone. "On consistency and network latency in distributed interactive applications: A survey - Part I." Presence: Teleoperators and Virtual Environments 15(4),August 2006, pp 218-234.
    • (2006) Presence: Teleoperators and Virtual Environments , vol.15 , Issue.4 , pp. 218-234
    • Delaney, D.1    Ward, T.2    McLoone, S.3
  • 2
    • 33748642803 scopus 로고    scopus 로고
    • On consistency and network latency in distributed interactive applications: A survey - Part II
    • August
    • Delaney, D., T. Ward and S. McLoone. "On consistency and network latency in distributed interactive applications: A survey - Part II." Presence: Teleoperators and Virtual Environments 15(4),August 2006, pp 465-482.
    • (2006) Presence: Teleoperators and Virtual Environments , vol.15 , Issue.4 , pp. 465-482
    • Delaney, D.1    Ward, T.2    McLoone, S.3
  • 3
    • 0031095673 scopus 로고    scopus 로고
    • Channeling the data flood
    • Roehle, B. (1997). "Channeling the data flood." IEEE Spectrum 34(3). p.p 32-38. 1997
    • (1997) IEEE Spectrum , vol.34 , Issue.3 , pp. 32-38
    • Roehle, B.1
  • 6
    • 34648847820 scopus 로고    scopus 로고
    • The Torque Game Engine
    • September
    • Lloyd, J. "The Torque Game Engine", Game Developer Magazine, 11 (8), pp. 8-9, September 2004.
    • (2004) Game Developer Magazine , vol.11 , Issue.8 , pp. 8-9
    • Lloyd, J.1
  • 7
    • 0003411885 scopus 로고    scopus 로고
    • Networked virtual environments: Design and implementation
    • Addison-Wesley, Reading, Massachusetts
    • S. Singhal and M. Zyda, "Networked virtual environments: design and implementation.", ACM Press SIGGRAPH Series, Addison-Wesley, Reading, Massachusetts, 1999.
    • (1999) ACM Press SIGGRAPH Series
    • Singhal, S.1    Zyda, M.2
  • 8
    • 0008888921 scopus 로고    scopus 로고
    • A look at Latency in Networked Games
    • Blow, J.. "A look at Latency in Networked Games." Game Developer 5(7): 28-40, 1998.
    • (1998) Game Developer , vol.5 , Issue.7 , pp. 28-40
    • Blow, J.1
  • 13
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    • Pre-reckoning algorithm for distributed virtual environments
    • New Orleans, Louisiana
    • Duncan, T. P. and D. Gracanin "Pre-reckoning algorithm for distributed virtual environments". Winter Simulation Conference, New Orleans, Louisiana, 2003, pp. 1086-1093.
    • (2003) Winter Simulation Conference , pp. 1086-1093
    • Duncan, T.P.1    Gracanin, D.2
  • 14
    • 33748663805 scopus 로고    scopus 로고
    • Adaptive Dead Reckoning algorithms for distributed Interactive Simulation
    • Lee, B.-S., W. Cai, S. J. Turner and L. Chen. "Adaptive Dead Reckoning algorithms for distributed Interactive Simulation." International Journal of Simulation 1(1-2):pp. 21-34,
    • International Journal of Simulation , vol.1 , Issue.1-2 , pp. 21-34
    • Lee, B.-S.1    Cai, W.2    Turner, S.J.3    Chen, L.4
  • 16
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    • Accessed 21 Sept
    • NetDisturb Website, ZTI http://www.ztitelecom.com/pages/main-netdisturb.htm. Accessed 21 Sept 2006.
    • (2006) ZTI


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.