Peer-to-peer networked field-type virtual environment by using AtoZ

Peer-to-peer networked field-type virtual environment by using AtoZ
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使用AtoZ的点对点网络现场型虚拟环境

DOI:
10.1109/cw.2004.49
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发表时间:
2004
期刊:
2004 International Conference on Cyberworlds
影响因子:
--
通讯作者:
D. Hanawa
D. Hanawa
中科院分区:
--
文献类型:
--
作者:
T. Yonekura;Yoshihiro Kawano;D. Hanawa

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研究了在对等网络环境下,在具有滞后性的分布式虚拟环境中,如何保证状态的一致性。也就是说,我们研究了如何实时减少由于传输延迟或更新间隔而导致的节点之间的DVE状态差异,以及如何控制在线现场游戏中的共享对象。具体地说,在对等DVE中使用了称为分配拓扑区域(AtoZ)的优先级字段和相互预测协议。此外,考虑到节点之间的网络延迟所造成的临界情况(不一致现象),引入了更严格的所有权确定算法,称为死区。将这三种协议相结合,实现了一种健壮有效的方案。作为使用协议的应用程序的一个例子,实时网络空气曲棍球实现的交互性和一致性的影响进行评估。
This paper aims to study how to gain consistency of the state in a DVE (distributed virtual environment) with lag, under the condition of peer-to-peer architecture. That is, we study how to reduce in real-time the difference of the DVE state between peers caused by transmission lag or update interval, and how to control the shared object in the online field game. Specifically, the priority field called allocated topographical zone (AtoZ) and mutual prediction protocol is used in peer-to-peer DVE. Moreover considering the critical case (the inconsistent phenomena) caused by the network latency between peers, stricter ownership determination algorithm called the dead zone is introduced. Using these three protocols in combination, a robust and effective scheme is realized. As an example of the application using the protocols, a real-time networked air-hockey is implemented for evaluation of the influence on interactivity and consistency.
《(潮流)艺术》《中国年鉴2014》
DOI: --
发表时间: 2014
期刊:
影响因子: --
作者:
Seto;T. and Sekimoto;Y.;小澤実ほか編;青柳かおり;藤田裕嗣;遠藤英子;貴志俊彦;呉 孟晋
通讯作者: 呉 孟晋