28 research outputs found

    RTP/I Payload Type Definition for Chat Tools

    Full text link
    This document specifies an application-level protocol (i.e., payload type) for chat tools using the Real Time Protocol for Distributed Interactive Media (RTP/I). RTP/I defines a standardized framing for the transmission of application data and provides protocol mechanisms that are universally needed for the class of distributed interactive media. A chat tool provides an instant messaging service among an arbitrary number of users. This documents specifies how to employ a chat tool with RTP/I and defines application data units (ADUs) for chat operations. This protocol definition allows standardized collaboration between different chat implementations

    RTP/I Payload Type Definition for Hand-Raising Tools

    Full text link
    This document specifies an application-level protocol (i.e., payload type) for hand-raising tools using the Real Time Protocol for Distributed Interactive Media (RTP/I). RTP/I defines a standardized framing for the transmission of application data and provides protocol mechanisms that are universally needed for the class of distributed interactive media. A hand-raising tool can support collaboration between spatially separated users. In a video conference, for example, a hand-raising tool can be used to coordinate different speakers. This documents specifies how to employ a hand-raising tool with RTP/I and defines application data units (ADUs) for hand-raising tool operations. This protocol definition allows standardized collaboration between different hand-raising tool implementations

    RTP/I Payload Type Definition for Application Launch Tools

    Full text link
    This document specifies an application-level protocol (i.e., payload type) for application launch tools using the Real-Time Protocol for Distributed Interactive Media (RTP/I). RTP/I defines a standardized framing for the transmission of application data and provides protocol mechanisms that are universally needed for the class of distributed interactive media. An application launch tool is used to synchronously start applications in collaborative environments, i.e., a participant can trigger the simultaneous execution of a program at all involved sites. This document specifies how to employ an application launch tool with RTP/I and defines application data units (ADUs) for application launch tool operations. This protocol definition allows standardized communication between different application launch tool implementations

    RTP/I Payload Type Definition for Feedback Tools

    Full text link
    This document specifies an application-level protocol (i.e., payload type) for feedback tools using the Real Time Protocol for Distributed Interactive Media (RTP/I). RTP/I defines a standardized framing for the transmission of application data and provides protocol mechanisms that are universally needed for the class of distributed interactive media. A feedback tool is used in synchronous collaborative environments for permanent feedback about certain criteria (e.g., audio quality). This document specifies how to employ a feedback tool with RTP/I and defines application data units (ADUs) for feedback tool operations. This protocol definition allows standardized communication between different feedback tool implementations

    RTP/I Payload Type Definition for Telepointers

    Full text link
    This document specifies an application-level protocol (i.e., payload type) for telepointers using the Real Time Protocol for Distributed Interactive Media (RTP/I). RTP/I defines a standardized framing for the transmission of application data and provides protocol mechanisms that are universally needed for the class of distributed interactive media. A telepointer creates a common point of reference in distributed (i.e., multi-user) applications by visualizing mouse movements of remote session participants. Telepointers are used in conjunction with other distributed interactive media such as shared whiteboards and distributed virtual environments. This documents specifies how to employ two-dimensional telepointers with RTP/I and defines application data units (ADUs) for telepointer operations. This protocol definition allows standardized collaboration between different telepointer implementations

    Bounding inconsistency using a novel threshold metric for dead reckoning update packet generation

    Get PDF
    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 the distance threshold. This paper questions the suitability of the standard distance threshold as a metric for use in the dead reckoning scheme. Using a model relating entity path curvature and inconsistency, a major performance related limitation of the distance threshold technique is highlighted. We then propose an alternative time—space threshold criterion. The time—space threshold is demonstrated, through simulation, to perform better for low curvature movement. However, it too has a limitation. Based on this, we further propose a novel hybrid scheme. Through simulation and live trials, this scheme is shown to perform well across a range of curvature values, and places bounds on both the spatial and absolute inconsistency arising from dead reckoning

    A peer-to-peer simulation technique for instanced massively multiplayer games

    Full text link
    corecore