Marshall, Damien and Roberts, Dave and Delaney, Declan and McLoone, Seamus and Ward, Tomas
Dealing with the Effect of Path Curvature on Consistency of Dead Reckoned Paths in Networked Virtual Environments.
In: IEEE Virtual Reality Conference (VR2006), March 25-29 2006, Alexandria, VIRGINIA, USA.
Several techniques exist which reduce network bandwidth
consumption and thus limit the effects of network latency
in networked virtual environments. Dead reckoning is one
such technique that has been widely adopted for use with
dynamic entities. However, in previous work we have
shown that the use of a spatial threshold alone in dead
reckoning can result in unbounded absolute inconsistency.
A novel hybrid threshold was proposed that combined a
spatial threshold together with an absolute consistency
metric to impose an upper bound on absolute inconsistency
under all circumstances. This was verified through a
simulation of typical movement in a computer racing game.
This paper extends this work by investigating the problem
in more detail and verifying the hybrid threshold solution in
live trials across the Internet. In particular the relationship
between curvature of movement and absolute consistency
is explored. The experimental trials allow a comparative
analysis of how users behave when different threshold
types are used under varying degrees of curvature. This
work provides further justification for the use of a hybrid
threshold approach when dead reckoning is employed in
networked virtual environments.
Conference or Workshop Item
||Path Curvature; Consistency of Dead Reckoned Paths; Networked Virtual Environments;
||Science & Engineering > Electronic Engineering
Dr Tomas Ward
||18 Jun 2009 14:13
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