DocumentCode
2072917
Title
Peer-to-peer networked field-type virtual environment by using AtoZ
Author
Yonekura, Tatsuhiro ; Kawano, Yoshihiro ; Hanawa, Dai
Author_Institution
Dept. of Comput. & Inf. Sci., Ibaraki Univ., Japan
fYear
2004
fDate
18-20 Nov. 2004
Firstpage
241
Lastpage
248
Abstract
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.
Keywords
computer games; distributed algorithms; peer-to-peer computing; protocols; virtual reality; allocated topographical zone; dead zone ownership determination algorithm; mutual prediction protocol; online field game; peer-to-peer distributed virtual environment; real-time networked air-hockey; Avatars; Delay; Distributed computing; Educational institutions; Electronic mail; Internet; Peer to peer computing; Protocols; Throughput; Virtual environment;
fLanguage
English
Publisher
ieee
Conference_Titel
Cyberworlds, 2004 International Conference on
Print_ISBN
0-7695-2140-1
Type
conf
DOI
10.1109/CW.2004.49
Filename
1366180
Link To Document