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» On Consistency and Network Latency in Distributed Interactiv...
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ACMACE
2005
ACM
13 years 10 months ago
Rendezvous: supporting real-time collaborative mobile gaming in high latency environments
Despite the ever increasing popularity of handheld, networked gaming consoles, fully interactive real-time, multiplayer games designed for these platforms have yet to become a rea...
Angie Chandler, Joe Finney
MM
2004
ACM
104views Multimedia» more  MM 2004»
13 years 10 months ago
Supporting continuous consistency in multiplayer online games
Multiplayer online games have become very popular in recent years. However, they generally suffer from network latency problem. If a player changes its states, it will take some ...
Frederick W. B. Li, Lewis W. F. Li, Rynson W. H. L...
FGCS
2006
98views more  FGCS 2006»
13 years 4 months ago
Highly interactive distributed visualization
We report on our iGrid2005 demonstration, called the "Dead Cat Demo"; an example of a highly interactive augmented reality application consisting of software services di...
Michael Scarpa, Robert G. Belleman, Peter M. A. Sl...
DSRT
2005
IEEE
13 years 10 months ago
Exploring the Use of Local Consistency Measures as Thresholds for Dead Reckoning Update Packet Generation
Human-to-human interaction across distributed applications requires that sufficient consistency be maintained among participants in the face of network characteristics such as lat...
David J. Roberts, Damien Marshall, Rob Aspin, S&ea...
SIGCOMM
2009
ACM
13 years 11 months ago
Opportunistic forwarding in workplaces
So far, the search for Opportunistic Network (ON) applications has focused on urban/rural scenarios where the combined use of mobility and the store-carry-and-forward paradigm hel...
Sabrina Gaito, Elena Pagani, Gian Paolo Rossi