2,667 research outputs found
Efficient Transport Protocol for Networked Haptics Applications
The performance of haptic application is highly sensitive to communication delays and losses of data. It implies several constraints in developing networked haptic applications. This paper describes a new internet protocol called Efficient Transport Protocol (ETP), which aims at developing distributed interactive applications. TCP and UDP are transport protocols commonly used in any kind of networked communication, but they are not focused on real time application. This new protocol is focused on reducing roundtrip time (RTT) and inter packet gap (IPG). ETP is, therefore, optimized for interactive applications which are based on processes that are continuously exchanging data.ETP protocol is based on a state machine that decides the best strategies for optimizing RTT and IPG. Experiments have been carried out in order to compare this new protocol and UDP
Efficient Transport Protocol for Networked
The performance of haptic application is highly sensitive to
communication delays and losses of data. It implies several constraints
in developing networked haptic applications. This paper describes a new
internet protocol called Efficient Transport Protocol (ETP), which aims
at developing distributed interactive applications. TCP and UDP are
transport protocols commonly used in any kind of networked communication,
but they are not focused on real time application. This new
protocol is focused on reducing roundtrip time (RTT) and interpacket
gap (IPG). ETP is, therefore, optimized for interactive applications
which are based on processes that are continuously exchanging data.
ETP protocol is based on a state machine that decides the best
strategies for optimizing RTT and IPG. Experiments have been carried
out in order to compare this new protocol and UD
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 productâs 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
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