5,719 research outputs found
Developing interest management techniques in distributed interactive simulation using Java
Bandwidth consumption in distributed real time simulation, or networked real time simulation, is a major problem as the number of participants and the sophistication of joint simulation exercises grow in size. The paper briefly reviews distributed real time simulation and bandwidth reduction techniques and introduces the Generic Runtime Infrastructure for Distributed Simulation (GRIDS) as a research architecture for studying such problems. GRIDS uses Java abstract classes to promote distributed services called thin agents, a novel approach to implementing distributed simulation services, such as user defined bandwidth reduction mechanisms, and to distributing the executable code across the simulation. Thin agents offer the advantages of traditional agents without the overhead imposed by mobility or continuous state, which are unnecessary in this context. We present our implementation and some predicted results from message reduction studies using thin agent
Analysis domain model for shared virtual environments
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
On network latency in distributed interactive applications
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
Examining User Performance in the presence of Latency and Jitter in Distributed Interactive Applications
Latency and jitter inherently limit the maintenance of consistency in Distributed Interactive Applications such as computer games, distributed whiteboards and real-time, collaborative environments. Although there has been much research into methods for maintaining consistency, there is a distinct lack of research exploring the connection between latency, jitter and the end user experience in Distributed Interactive Applications. We have developed an application that allows us to conduct trials under controlled latency and jitter conditions. This provides data, which can be analysed to characterise how people adapt to various degrees of latency and jitter. We present results that highlight how an increase in latency and jitter affect the end-user experience, thus confirming the need for techniques to combat latency and jitter in Distributed Interactive Applications. We alsoe note that the effects of jitter are significantly greater than those of latency
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Multimedia delivery in the future internet
The term “Networked Media” implies that all kinds of media including text, image, 3D graphics, audio
and video are produced, distributed, shared, managed and consumed on-line through various networks,
like the Internet, Fiber, WiFi, WiMAX, GPRS, 3G and so on, in a convergent manner [1]. This white
paper is the contribution of the Media Delivery Platform (MDP) cluster and aims to cover the Networked
challenges of the Networked Media in the transition to the Future of the Internet.
Internet has evolved and changed the way we work and live. End users of the Internet have been confronted
with a bewildering range of media, services and applications and of technological innovations concerning
media formats, wireless networks, terminal types and capabilities. And there is little evidence that the pace
of this innovation is slowing. Today, over one billion of users access the Internet on regular basis, more
than 100 million users have downloaded at least one (multi)media file and over 47 millions of them do so
regularly, searching in more than 160 Exabytes1 of content. In the near future these numbers are expected
to exponentially rise. It is expected that the Internet content will be increased by at least a factor of 6, rising
to more than 990 Exabytes before 2012, fuelled mainly by the users themselves. Moreover, it is envisaged
that in a near- to mid-term future, the Internet will provide the means to share and distribute (new)
multimedia content and services with superior quality and striking flexibility, in a trusted and personalized
way, improving citizens’ quality of life, working conditions, edutainment and safety.
In this evolving environment, new transport protocols, new multimedia encoding schemes, cross-layer inthe
network adaptation, machine-to-machine communication (including RFIDs), rich 3D content as well as
community networks and the use of peer-to-peer (P2P) overlays are expected to generate new models of
interaction and cooperation, and be able to support enhanced perceived quality-of-experience (PQoE) and
innovative applications “on the move”, like virtual collaboration environments, personalised services/
media, virtual sport groups, on-line gaming, edutainment. In this context, the interaction with content
combined with interactive/multimedia search capabilities across distributed repositories, opportunistic P2P
networks and the dynamic adaptation to the characteristics of diverse mobile terminals are expected to
contribute towards such a vision.
Based on work that has taken place in a number of EC co-funded projects, in Framework Program 6 (FP6)
and Framework Program 7 (FP7), a group of experts and technology visionaries have voluntarily
contributed in this white paper aiming to describe the status, the state-of-the art, the challenges and the way
ahead in the area of Content Aware media delivery platforms
Exploring the Spatial Density of Strategy Models in a Realistic Distributed Interactive Application
As Distributed Interactive Applications (DIAs) become
increasingly more prominent in the video game industry
they must scale to accommodate progressively more users
and maintain a globally consistent worldview. However,
network constraints, such as bandwidth, limit the amount
of communication allowed between users. Several
methods of reducing network communication packets,
while maintaining consistency, exist. These include dead
reckoning and the hybrid strategy-based modelling
approach. This latter method combines a short-term
model such as dead reckoning with a long-term strategy
model of user behaviour. By employing the strategy that
most closely represents user behaviour, a reduction in the
number of network packets that must be transmitted to
maintain consistency has been shown. In this paper a
novel method for constructing multiple long-term
strategies using dead reckoning and polygons is
described. Furthermore the algorithms are implemented
in an industry-proven game engine known as Torque. A
series of experiments are executed to investigate the
effects of varying the spatial density of strategy models on
the number of packets that need to be transmitted to
maintain the global consistency of the DIA. The results
show that increasing the spatial density of strategy
models allows a higher consistency to be achieved with
fewer packets using the hybrid strategy-based model than
with pure dead reckoning. In some cases, the hybrid
strategy-based model completely replaces dead reckoning
as a means of communicating updates
Exploring the Spatial Density of Strategy Models in a Realistic Distributed Interactive Application
As Distributed Interactive Applications (DIAs) become
increasingly more prominent in the video game industry
they must scale to accommodate progressively more users
and maintain a globally consistent worldview. However,
network constraints, such as bandwidth, limit the amount
of communication allowed between users. Several
methods of reducing network communication packets,
while maintaining consistency, exist. These include dead
reckoning and the hybrid strategy-based modelling
approach. This latter method combines a short-term
model such as dead reckoning with a long-term strategy
model of user behaviour. By employing the strategy that
most closely represents user behaviour, a reduction in the
number of network packets that must be transmitted to
maintain consistency has been shown. In this paper a
novel method for constructing multiple long-term
strategies using dead reckoning and polygons is
described. Furthermore the algorithms are implemented
in an industry-proven game engine known as Torque. A
series of experiments are executed to investigate the
effects of varying the spatial density of strategy models on
the number of packets that need to be transmitted to
maintain the global consistency of the DIA. The results
show that increasing the spatial density of strategy
models allows a higher consistency to be achieved with
fewer packets using the hybrid strategy-based model than
with pure dead reckoning. In some cases, the hybrid
strategy-based model completely replaces dead reckoning
as a means of communicating updates
Distributed Hybrid Simulation of the Internet of Things and Smart Territories
This paper deals with the use of hybrid simulation to build and compose
heterogeneous simulation scenarios that can be proficiently exploited to model
and represent the Internet of Things (IoT). Hybrid simulation is a methodology
that combines multiple modalities of modeling/simulation. Complex scenarios are
decomposed into simpler ones, each one being simulated through a specific
simulation strategy. All these simulation building blocks are then synchronized
and coordinated. This simulation methodology is an ideal one to represent IoT
setups, which are usually very demanding, due to the heterogeneity of possible
scenarios arising from the massive deployment of an enormous amount of sensors
and devices. We present a use case concerned with the distributed simulation of
smart territories, a novel view of decentralized geographical spaces that,
thanks to the use of IoT, builds ICT services to manage resources in a way that
is sustainable and not harmful to the environment. Three different simulation
models are combined together, namely, an adaptive agent-based parallel and
distributed simulator, an OMNeT++ based discrete event simulator and a
script-language simulator based on MATLAB. Results from a performance analysis
confirm the viability of using hybrid simulation to model complex IoT
scenarios.Comment: arXiv admin note: substantial text overlap with arXiv:1605.0487
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