4 research outputs found
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
A message interchange protocol based on routing information protocol in a virtual world
[[abstract]]As the network transmission is prevailing in many applications, an entity in a network virtual environment (NVE) can deliver data to other entities under peer-to-peer architecture. This paper proposes a message interchange protocol based on routing information protocol (RIP). In this message interchange protocol, every entity can know that it is in some entities' area of interested (A 0/). In this way, every entity can deliver data to other entities without via server. Furthermore, according to the group in four quadrants, every entity can get the information of other entities' by interchanging data of each others'. Based on this message interchange protocol, every entity can still work in the NVE when the server is crashed. Even if there is an entity crashes, other entities can also work in the NVE.[[sponsorship]]IEEE Computer Society Technical Committee on Distributed Processing (TCDP); Tamkung University[[notice]]補æ£å®Œç•¢[[conferencetype]]國際[[conferencetkucampus]]æ·¡æ°´æ ¡åœ’[[conferencedate]]20050328~20050330[[booktype]]紙本[[iscallforpapers]]Y[[conferencelocation]]臺北縣, 臺
Dynamic Hybrid Strategy Models for Networked Mulitplayer Games
Two of the primary factors in the development of
networked multiplayer computer games are network
latency and network bandwidth. Reducing the effects of
network latency helps maintain game-state fidelity,
while reducing network bandwidth usage increases the
scalability of the game to support more players. The
current technique to address these issues is to have each
player locally simulate remote objects (e.g. other
players). This is known as dead reckoning. Provided the
local simulations are accurate to within a given
tolerance, dead reckoning reduces the amount of
information required to be transmitted between players.
This paper presents an extension to the recently
proposed Hybrid Strategy Model (HSM) technique,
known as the Dynamic Hybrid Strategy Model
(DHSM). By dynamically switching between models of
user behaviour, the DHSM attempts to improve the
prediction capability of the local simulations, allowing
them to stay within a given tolerance for a longer
amount of time. This can lead to further reductions in
the amount of information required to be transmitted.
Presented results for the case of a simple first-person
shooter (FPS) game demonstrate the validity of the
DHSM approach over dead reckoning, leading to a
reduction in the number of state update packets sent and
indicating significant potential for network traffic
reduction in various multiplayer games/simulations