3 research outputs found

    On network latency in distributed interactive applications

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    This paper has three objectives. Firstly it describes the historical development of Distributed Interactive Applications. It then defines network latency. Finally it describes a new approach to masking network latency in Distributed Interactive Applications called the strategy model approach. This approach derives from the on-going PhD studies of one of the authors. A software application to gather strategy data from users is described in detail and an example of deriving a user strategy is given

    Correlated multi-streaming in distributed interactive multimedia systems

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    Distributed Interactive Multimedia Environments (DIMEs) enable geographically distributed people to interact with each other in a joint media-rich virtual environment for a wide range of activities, such as art performance, medical consultation, sport training, etc. The real-time collaboration is made possible by exchanging a set of multi-modal sensory streams over the network in real time. The characterization and evaluation of such multi-stream interactive environments is challenging because the traditional Quality of Service metrics (e.g., delay, jitter) are limited to a per stream basis. In this work, we present a novel ???Bundle of Streams??? concept to de???ne correlated multi-streams in DIMEs and present new cyber-physical, spatio-temporal QoS metrics to measure QoS over bundle of streams. We realize Bundle of Streams concept by presenting a novel paradigm of Bundle Streaming as a Service (SAS). We propose and develop SAS Kernel, a generic, distributed, modular and highly ???exible streaming kernel realizing SAS concept. We validate the Bundle of Streams model by comparing the QoS performance of bundle of streams over different transport protocols in a 3D tele-immersive testbed. Also, further experiments demonstrate that the SAS Kernel incurs low overhead in delay, CPU, and bandwidth demands

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model
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