IEEE Copyright Notice

This material is presented to ensure timely dissemination of scholarly and technical work. Copyright and all rights therein are retained by authors or by other copyright holders. All persons copying this information are expected to adhere to the terms and constraints invoked by each author's copyright. In most cases, these works may not be reposted without the explicit permission of the copyright holder.

ACM Copyright Notice

These are the authors' versions of the work. The copyright is with ACM. They are posted here by permission of ACM for your personal use. Not for redistribution. See individual publication details for information on the publication of the definitive versions.

Springer-Verlag LNCS Copyright Notice

The copyright of these contributions has been transferred to Springer-Verlag Berlin Heidelberg New York. The copyright transfer covers the exclusive right to reproduce and distribute the contribution, including reprints, translations, photographic reproductions, microform, electronic form (offline, online), or any other reproductions of similar nature. Online available from Springer-Verlag LNCS series.

Work that appeared before the 1st of September 2003 was published while the authors were with the Lehrstuhl Praktische Informatik IV at the University of Mannheim.

Consistency in Replicated Continuous Interactive Media

Author(s): Martin Mauve.
Title: Consistency in Replicated Continuous Interactive Media
Published: Proc. of the ACM Conference on Computer Supported Cooperative Work (CSCW) 2000, pp. 181-190, Philadelphia, PA, USA, December 2000
Keyword(s): Consistency, Replicated Continuous Interactive Media
Abstract: In this paper we investigate how consistency can be ensured forreplicated continuous interactive media, i.e., replicated media whichchange their state in reaction to user initiated operations as well asbecause of the passing of time. Typical examples for this media classare networked computer games and distributed VR applications. Existingapproaches to reach consistency for replicated discrete interactivemedia are briefly outlined and it is shown that these fail in thecontinuous domain. In order to allow a thorough discussion of theproblem, a formal definition of the term consistency in the continuousdomain is given. Based on this definition we show that an importanttradeoff relationship exists between the responsiveness of the mediumand the appearance of short-term inconsistencies. Until now thistradeoff was not taken into consideration for consistency in thecontinuous domain, thereby severely limiting the consistency relatedfidelity for a large number of applications. We show that for thoseapplications the fidelity can be significantly raised by voluntarilydecreasing the responsiveness of the medium. This concept is calledlocal lag. It enables the distribution of continuous interactive mediathat are more vulnerable to short-term inconsistencies than, e.g.,battlefield simulations. We prove that the concept of local lag isvalid by describing how local lag was successfully used to ensureconsistency in a 3D telecooperation application.
Bib entry: [XML] [BibTeX]
Download: [PDF]
Verantwortlich für den Inhalt: E-Mail sendenWE Informatik