52 research outputs found

    Dealing with the Effect of Path Curvature on Consistency of Dead Reckoned Paths in Networked Virtual Environments

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    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 more detail and verifying the hybrid threshold solution in live trials across the Internet. In particular the relationship between curvature of movement and absolute consistency is explored. The experimental trials allow a comparative analysis of how users behave when different threshold types are used under varying degrees of curvature. This work provides further justification for the use of a hybrid threshold approach when dead reckoning is employed in networked virtual environments

    Examining the Effects of Time-Space Measures on the Hybrid Strategy Model in Networked Virtual Environments

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    Scalability is an important issue in the design of networked virtual environments (NVEs). In order to achieve scalability, it is essential to minimise the network traffic required to maintain overall consistency in the NVE. A popular method of achieving this is via entity behaviour prediction mechanisms, such as dead reckoning and the hybrid strategy model (HSM). Typically, the performance of such mechanisms is rated by the number of network packets they generate. However, it is also important that their impact on overall consistency is investigated. Absolute consistency is the degree to which different views of a NVE on remote hosts correspond. In previous work, it was shown that the use of a spatial threshold with dead reckoning can result in unbounded local absolute consistency. A solution that employed a time-space error threshold measure was shown to remedy this issue. In this paper, the scope of the time-space measure is extended to include the HSM. It is shown how the HSM can also result in unbounded local absolute inconsistency. A solution that once again incorporates the time-space threshold is examined. However, this approach results in a significant increase in network traffic. To resolve this, a novel extension to the HSM algorithm is presented, which is demonstrated to reduce network traffic, whilst still maintaining a low level of local absolute inconsistency

    Network Latency in On-Line Gaming: An Engineering or a Psychological Problem?

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    Ongoing research attempts to find engineering-based solutions to the problem of network latency in multiplayer computer games. However, few studies have been conducted to examine the end-users' experience of latency from a psychological perspective. The current study examines the roles of network latency and game complexity on the subjective experience of participants playing a specially designed computer game. Results suggest that participants prefer complex over simple games, regardless of the level of latency experienced. These findings suggest the possibility of a psychological solution to some of the negative effects of network latency. It is suggested that by manipulating Relational Complexity, it may be possible to maintain a satisfactory gaming experience in the presence of latency

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Underwater Vehicles

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    For the latest twenty to thirty years, a significant number of AUVs has been created for the solving of wide spectrum of scientific and applied tasks of ocean development and research. For the short time period the AUVs have shown the efficiency at performance of complex search and inspection works and opened a number of new important applications. Initially the information about AUVs had mainly review-advertising character but now more attention is paid to practical achievements, problems and systems technologies. AUVs are losing their prototype status and have become a fully operational, reliable and effective tool and modern multi-purpose AUVs represent the new class of underwater robotic objects with inherent tasks and practical applications, particular features of technology, systems structure and functional properties

    Dealing with the Effect of Path Curvature on Consistency of Dead Reckoned Paths in Networked Virtual Environments

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    Conference on Intelligent Robotics in Field, Factory, Service, and Space (CIRFFSS 1994), volume 1

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    The AIAA/NASA Conference on Intelligent Robotics in Field, Factory, Service, and Space (CIRFFSS '94) was originally proposed because of the strong belief that America's problems of global economic competitiveness and job creation and preservation can partly be solved by the use of intelligent robotics, which are also required for human space exploration missions. Individual sessions addressed nuclear industry, agile manufacturing, security/building monitoring, on-orbit applications, vision and sensing technologies, situated control and low-level control, robotic systems architecture, environmental restoration and waste management, robotic remanufacturing, and healthcare applications
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