DocumentCode
2602373
Title
A synchronization mechanism in networked virtual environment
Author
Wang, Lei ; Ishii, Hiroki ; Imai, Hiroei ; Tsunoyama, Masahiro ; Ishii, Ikuo
Author_Institution
Niigata Univ., Japan
fYear
2002
fDate
2002
Firstpage
23
Lastpage
27
Abstract
We describe the design of a group synchronization mechanism for a local area network virtual environment and introduce a step synchronization mechanism. We use a football game to evaluate this mechanism. In this football game, users can share a virtual space where they can move around, dribble and shoot. To achieve synchronization among users, a client of the game exchanges data through a server within a certain period time. A problem of such a system is that all users should share the space in the same time for justice competition. But because of the different capacity of computers and the time cost of the communication between clients, it is difficult for all clients to update the virtual space simultaneously. In our systems, we introduce a waiting time synchronization mechanism. To evaluate our proposed architecture and mechanisms, we make a series of experiments in our local area network and then build and analyse the model of our system.
Keywords
client-server systems; local area networks; real-time systems; sport; synchronisation; virtual reality; IP multicast; client-server system; experiments; football game; group synchronization mechanism; local area network; networked virtual environment; real-time system; step synchronization mechanism; waiting time synchronization mechanism; Computer architecture; Costs; Electronic mail; IP networks; Intelligent networks; Local area networks; Network servers; Space technology; Virtual environment; Web server;
fLanguage
English
Publisher
ieee
Conference_Titel
Knowledge Media Networking, 2002. Proceedings. IEEE Workshop on
Print_ISBN
0-7695-1778-1
Type
conf
DOI
10.1109/KMN.2002.1115158
Filename
1115158
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