105 research outputs found
Bounding inconsistency using a novel threshold metric 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 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
An Information-Theoretic Framework for Consistency Maintenance in Distributed Interactive Applications
Distributed Interactive Applications (DIAs) enable geographically dispersed users
to interact with each other in a virtual environment. A key factor to the success
of a DIA is the maintenance of a consistent view of the shared virtual world for
all the participants. However, maintaining consistent states in DIAs is difficult
under real networks. State changes communicated by messages over such networks
suffer latency leading to inconsistency across the application. Predictive Contract
Mechanisms (PCMs) combat this problem through reducing the number of messages
transmitted in return for perceptually tolerable inconsistency. This thesis examines
the operation of PCMs using concepts and methods derived from information theory.
This information theory perspective results in a novel information model of PCMs
that quantifies and analyzes the efficiency of such methods in communicating the
reduced state information, and a new adaptive multiple-model-based framework for
improving consistency in DIAs.
The first part of this thesis introduces information measurements of user behavior
in DIAs and formalizes the information model for PCM operation. In presenting the
information model, the statistical dependence in the entity state, which makes using
extrapolation models to predict future user behavior possible, is evaluated. The
efficiency of a PCM to exploit such predictability to reduce the amount of network
resources required to maintain consistency is also investigated. It is demonstrated
that from the information theory perspective, PCMs can be interpreted as a form
of information reduction and compression.
The second part of this thesis proposes an Information-Based Dynamic Extrapolation
Model for dynamically selecting between extrapolation algorithms based on
information evaluation and inferred network conditions. This model adapts PCM
configurations to both user behavior and network conditions, and makes the most
information-efficient use of the available network resources. In doing so, it improves
PCM performance and consistency in DIAs
Network Latency in On-Line Gaming: An Engineering or a Psychological Problem?
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
Dead Reckoning Using Play Patterns in a Simple 2D Multiplayer Online Game
In today’s gaming world, a player expects the same play experience whether playing on a local network or online with many geographically distant players on congested networks. Because of delay and loss, there may be discrepancies in the simulated environment from player to player, likely resulting in incorrect perception of events. It is desirable to develop methods that minimize this problem. Dead reckoning is one such method. Traditional dead reckoning schemes typically predict a player’s position linearly by assuming players move with constant force or velocity. In this paper, we consider team-based 2D online action games. In such games, player movement is rarely linear. Consequently, we implemented such a game to act as a test harness we used to collect a large amount of data from playing sessions involving a large number of experienced players. From analyzing this data, we identified play patterns, which we used to create three dead reckoning algorithms. We then used an extensive set of simulations to compare our algorithms with the IEEE standard dead reckoning algorithm and with the recent “Interest Scheme” algorithm. Our results are promising especially with respect to the average export error and the number of hits
Virtual Reality Games for Motor Rehabilitation
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
MediaSync: Handbook on Multimedia Synchronization
This book provides an approachable overview of the most recent advances in the fascinating field of media synchronization (mediasync), gathering contributions from the most representative and influential experts. Understanding the challenges of this field in the current multi-sensory, multi-device, and multi-protocol world is not an easy task. The book revisits the foundations of mediasync, including theoretical frameworks and models, highlights ongoing research efforts, like hybrid broadband broadcast (HBB) delivery and users' perception modeling (i.e., Quality of Experience or QoE), and paves the way for the future (e.g., towards the deployment of multi-sensory and ultra-realistic experiences). Although many advances around mediasync have been devised and deployed, this area of research is getting renewed attention to overcome remaining challenges in the next-generation (heterogeneous and ubiquitous) media ecosystem. Given the significant advances in this research area, its current relevance and the multiple disciplines it involves, the availability of a reference book on mediasync becomes necessary. This book fills the gap in this context. In particular, it addresses key aspects and reviews the most relevant contributions within the mediasync research space, from different perspectives. Mediasync: Handbook on Multimedia Synchronization is the perfect companion for scholars and practitioners that want to acquire strong knowledge about this research area, and also approach the challenges behind ensuring the best mediated experiences, by providing the adequate synchronization between the media elements that constitute these experiences
Interaktive latenzkritische Anwendungen in mobilen Ad-hoc Netzen
In this thesis we discuss the challenges that latency-sensitive interactive applications face in mobile ad-hoc networks. By using multi-player games as an example, we argue that the traditional client-server architecture is unsuitable for this new environment. We consequently create a novel communication architecture as well as quality of service mechanisms that can support the network requirements of such applications in mobile environments. By using a number of distributed zone servers that are selected and managed dynamically by our server selection algorithm, we provide a scalable approach that offers the necessary redundancy. Furthermore, we propose additional quality of service mechanisms to reduce latency and packet loss for interactive applications. We evaluate our approach through network simulation and realistic mobile gaming scenarios. The performance of our evaluation is checked against real-world measurements.In dieser Arbeit werden die Probleme und Herausforderungen von latenz-kritischen interactiven Computeranwendungen in mobilen Ad-hoc Netzen untersucht. Am Beispiel von Mehrbenutzercomputerspielen zeigen wir, dass traditionelle Client-Server Architekturen für diese neuen Umgebungen ungeeignet sind. Im Rahmen dieser Arbeit wird daher eine neue Kommunikationsarchitektur sowie verschiedene Mechanismen zur Erhöhung der Dienstgüte vorgeschlagen. Mit Hilfe von Zonenserver, die durch den Serverauswahlalgorithmus ausgesucht und verwaltet werden zeigen wir einen Ansatz auf, der sowohl bezüglich der Netzgröße skalierbar ist als auch die notwendige Redundanz bereitstellt. Wir zeigen die Funktionalität und die Leistung unseres Ansatzes mit Hilfe von Netzsimulationen bei denen realistische Szenarien für mobiles Spielen simuliert werden. Der hierbei benutze Netzsimulator wurde dafür auf Basis von eigenen Messungen verbessert und für das jeweilige Szenario passend eingestellt
Control de Congestión TCP y mecanismos AQM
En los últimos años se ha ido poniendo énfasis particularmente en la
importancia del retraso sobre la capacidad. Hoy en día, nuestras redes se están
volviendo más y más sensibles a la latencia debido a la proliferación de aplicaciones
y servicios como el VoIP, la IPTV o el juego online donde un retardo bajo es esencial
para un desempeño adecuado y una buena experiencia de usuario.
La mayor parte de este retraso innecesario se debe al mal funcionamiento de
algunos búferes que pueblan internet. En vez de desempeñar la tarea para la que
fueron creados, absorber eventuales ráfagas de paquetes con el fin de prevenir su
pérdida, hacen creer al mecanismo de control de congestión que la ruta hacia el
destino actual tiene más ancho de banda que el que posee realmente. Cuando la
pérdida de paquetes ocurre, si es que lo hace, es demasiado tarde y el daño en el
enlace, en forma de tiempo de transmisión adicional, ya se ha producido.
En este trabajo de fín de grado intentaremos arrojar luz sobre una solución
específica cuyo objetivo es el de reducir el retardo extra producido por esos
hinchados búferes, la Gestión Avanzada de Colas o Active Queue Management
(AQM). Hemos testeado un grupo de estos algoritmos AQM junto con diferentes
modificaciones del control de congestión de TCP con el fín de entender las
interacciones generadas entre esos dos mecanismos, realizando simulaciones en
varios escenarios caracterísiticos tales como enlaces transoceánicos o enlaces de
acceso a red, entre otros.In recent years, the relevance of delay over throughput has been particularly
emphasized. Nowadays our networks are getting more and more sensible to latency
due to the proliferation of applications and services like VoIP, IPTV or online
gaming where a low delay is essential for a proper performance and a good user
experience.
Most of this unnecessary delay is created by the misbehaviour of many bu ers
that populate Internet. Instead of performing the task for what they were
created for, absorbing eventual packet bursts to prevent loss, they deceive the
sender's congestion control mechanisms into believing that the current path to the
destination has more bandwidth than it really has. When the loss event occurs, if it
does, it's too late and the damage on the path, in terms of additional transmission
time, has been done.
On this bachelor thesis we will try to throw light over an speci c solution
that aims to reduce the extra delay produced by these bloated bu ers: Active
Queue Management. We have tested a bunch of AQM algorithms with di erent
TCP modi cations in order to understand the interactions between these two
mechanisms. We performed simulations testing various characteristic scenarios
like Transoceanic links or Access link scenarios, among other.Ingeniería Telemátic
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