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Algorithms and analyses: pre-reckoning algorithm for distributed virtual environments
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Source Winter Simulation Conference archive
Proceedings of the 35th conference on Winter simulation: driving innovation table of contents
New Orleans, Louisiana
SESSION: Military applications table of contents
Pages: 1086 - 1093  
Year of Publication: 2003
ISBN:0-7803-8132-7
Authors
Thomas P. Duncan  Virginia Tech, Falls Church, VA
Denis Gračanin  Virginia Tech, Falls Church, VA
Sponsors
INFORMS/CS : Institute for Operations Research and the Management Sciences/College on Simulation
NIST : National Institute of Standards and Technology
IEEE/SMCS : Institute of Electrical and Electronics Engineers/Systems, Man, and Cybernetics Society
ACM: Association for Computing Machinery
(SCS) : The Society for Modeling and Simulation International
SIGSIM: ACM Special Interest Group on Simulation and Modeling
IIE : Institute of Industrial Engineers
IEEE/CS : Institute of Electrical and Electronics Engineers/Computer Society
ASA : American Statistical Association
Publisher
Winter Simulation Conference 
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Downloads (6 Weeks): 1,   Downloads (12 Months): 14,   Citation Count: 7
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ABSTRACT

This paper proposes a pre-reckoning algorithm for distributed virtual environments. First, an overview of dead reckoning techniques used in distributed virtual environments is provided. The benefits and drawbacks of implementing dead reckoning within specific types of distributed virtual environments are discussed. An alternative to traditional dead reckoning techniques used in DIS-compliant distributed virtual environments is proposed. The alternative, referred to as "pre-reckoning," seeks to significantly reduce prediction error with a minimal increase in the number of entity state update packets issued. The performance of the pre-reckoning algorithm is compared to one of the DIS standard algorithms for location prediction. The test cases are based upon a game-based environment where the movements of participants are influenced by physical boundaries.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Capin, T., J. Esmerado, and D. Thalmann. 1999. A Dead Reckoning Technique for Streaming Virtual Human Animation. IEEE Transactions on Circuits and Systems for Video Technology 9: 411--414.
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IEEE. 1995. IEEE Standard for Distributed Interactive Simulation - Application Protocols, Annex B: Dead Reckoning Definitions and Algorithms, IEEE Std 1278.1-1995. New York: IEEE Press.
 
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CITED BY  7
Collaborative Colleagues:
Thomas P. Duncan: colleagues
Denis Gračanin: colleagues