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Coping with inconsistency due to network delays in collaborative virtual environments

Ivan Vaghi, Chris Greenhalgh, Steve Benford
1999 Proceedings of the ACM symposium on Virtual reality software and technology - VRST '99  
Knowledge of the presence and effect of delays is a major factor in allowing users to adopt strategies for coping with inconsistencies.  ...  We observed that, as the network delay increases, the users modify their playing strategies in an attempt to cope with the situation, presenting several types of adaptation strategy.  ...  The deployment of Collaborative Virtual Environments over wide area networks results in much larger network delays, with correspondingly larger inconsistencies between the replicated versions of an environment  ... 
doi:10.1145/323663.323670 dblp:conf/vrst/VaghiGB99 fatcat:hgoze27xmnbzhnt6z4tgvavjda

Revealing the realities of collaborative virtual reality

Mike Fraser, Tony Glover, Ivan Vaghi, Steve Benford, Chris Greenhalgh, Jon Hindmarsh, Christian Heath
2000 Proceedings of the third international conference on Collaborative virtual environments - CVE '00  
These examples introduce a broader discussion of design issues involved in producing interfaces for day-to-day collaboration through virtual environments.  ...  Three causes of such discrepancies are considered to illustrate this idea: field-ofview; haptic feedback; and network delays.  ...  In practice the delay will be far greater due to network hardware and current congestion problems.  ... 
doi:10.1145/351006.351010 fatcat:5ha3jdh3affgvmkmeflbpe4cyq

A survey of communication and awareness in collaborative virtual environments

Thi Thuong Huyen Nguyen, Thierry Duval
2014 2014 International Workshop on Collaborative Virtual Environments (3DCVE)  
In the domain of Collaborative Virtual Environments (CVEs), many virtual worlds, frameworks and techniques are built based on a specific and direct purpose.  ...  In this paper, we will study the importance of awareness and communication in collaborative virtual environments. We will investigate different kinds of awareness which need to be carefully designed.  ...  Awareness of Inconsistency due to Network Delays The problem from network delays is one of the main reasons of ineffective collaborations in CVEs.  ... 
doi:10.1109/3dcve.2014.7160928 dblp:conf/vr/NguyenD14 fatcat:sf5btfs6cvh3fdglfoyrzfxsnu

User-Centric Mobility Management Architecture for Vehicular Networks [chapter]

Rodolfo I. Meneguette, Luiz F. Bittencourt, Edmundo R. M. Madeira
2013 Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering  
To efficiently support these applications, the proposed architecture includes an extension of the 802.21 protocol to cope with the virtual environment updates.  ...  This paper proposes an architecture for intra-and inter-system management for virtual environments in vehicular networks, supporting user-driven applications.  ...  Acknowledgment The authors would like to thank CNPq, CAPES, and FAPESP (2009/15008-1) for the financial support.  ... 
doi:10.1007/978-3-642-37935-2_4 fatcat:7dzqs6onkvf7xjy36fdo3m4omm

Effects of network delay on a collaborative motor task with telehaptic and televisual feedback

Robert S. Allison, James E. Zacher, David Wang, Joseph Shu
2004 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry - VRCAI '04  
Reduction of latency is essential for maintaining realism, causality and the sense of co-presence in collaborative virtual environments during closely-coupled haptic tasks.  ...  Increasing simulated delay resulted in a decrease in performance, either in deviation from target spring force and in increased time to complete the task.  ...  Instability in haptic teleoperation and telecollaboration Collaborative haptic virtual environments with network delay have features in common with teleoperation of a remote machine with haptic feedback  ... 
doi:10.1145/1044588.1044670 dblp:conf/vrcai/AllisonZWS04 fatcat:sd7rr4utlnf4jfcpkctgrqnmbe

A network architecture supporting consistent rich behavior in collaborative interactive applications

J. Marsh, M. Glencross, S. Pettifer, R. Hubbold
2006 IEEE Transactions on Visualization and Computer Graphics  
Network architectures for collaborative virtual reality have traditionally been dominated by client-server and peerto-peer approaches, with peer-to-peer strategies typically being favoured where minimising  ...  Finally we present an architecture that successfully meets many of these challenges, and demonstrate its use in a distributed virtual prototyping application which supports simultaneous collaboration for  ...  ACKNOWLEDGEMENTS We would like to gratefully acknowledge the help of all our collaborators, in particular Teresa Gutierrez at Labein; Holger Weiss at DLR; Gunter Kadegge at KL Technik; Ernesto Arenaza  ... 
doi:10.1109/tvcg.2006.40 pmid:16640254 fatcat:4546w46gnrb6hmae7py4jasc3y

A migration mechanism to manage network troubles while interacting within collaborative virtual environments

Thierry Duval, Chadi el Zammar
2006 Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications - VRCIA '06  
When low level network troubles occur during a collaborative session, participants of networked collaborative virtual environments can suffer from misunderstanding weird behavior of some objects of the  ...  It is a kind of augmentation of the Virtual Environment thanks to dedicated 3D metaphors associated to some objects of the virtual environment.  ...  They observed that as the network delay increases, the users (being aware) modify their strategies in an attempt to cope with the situation.  ... 
doi:10.1145/1128923.1129004 dblp:conf/vrcai/DuvalZ06 fatcat:lhhap3wambdlraqf2nutvlss7a

Revealing delay in collaborative environments

Carl Gutwin, Steve Benford, Jeff Dyck, Mike Fraser, Ivan Vaghi, Chris Greenhalgh
2004 Proceedings of the 2004 conference on Human factors in computing systems - CHI '04  
Delay is an unavoidable reality in collaborative environments. We propose an approach to dealing with delay in which 'decorators' are introduced into the interface.  ...  We conclude that revealing delays is one way in which groupware can benefit from accepting and working with the reality of distributed systems, rather than trying to maintain the illusion of copresent  ...  Networked computers running a shared environment with different delays between them. Figure 2 . 2 Figure 2.  ... 
doi:10.1145/985692.985756 dblp:conf/chi/GutwinBDFVG04 fatcat:vzka6dtmkzdnngjccgwzdn35hq

A Vision of XR-aided Teleoperation System Towards 5G/B5G [article]

Fenghe Hu and Yansha Deng and Hui Zhou and Tae Hun Jung and Chan-Byoung Chae and A. Hamid Aghvami
2020 arXiv   pre-print
To realise these use cases, we introduce potential solutions for each case with cellular connections.  ...  Extended Reality (XR)-aided teleoperation has shown its potential in improving operating efficiency in mission-critical, rich-information and complex scenarios.  ...  However, due to the network and computation delay, the decision can expire even as it is made due to the fast-changing environment (e.g., delayed position or channel quality).  ... 
arXiv:2011.09026v1 fatcat:arhblr6jyvbepmusuyaqi5ezey

Consistency in replicated continuous interactive media

Martin Mauve
2000 Proceedings of the 2000 ACM conference on Computer supported cooperative work - CSCW '00  
It enables the distribution of continuous interactive media that are more vulnerable to short-term inconsistencies than, e.g., battlefield simulations.  ...  In order to allow a thorough discussion of the problem, a formal definition of the term consistency in the continuous domain is given.  ...  Even though the operation O1 from the user at site 1 has a local lag greater than the maximum network delay, a short-term inconsistency occurs at site 0 due to the deviating clocks.  ... 
doi:10.1145/358916.358989 dblp:conf/cscw/Mauve00 fatcat:lsty3kloovhh7ip362yifiwxaa

When a One-Hour Time Difference is Too Much: Temporal Boundaries in Global Virtual Work

Anu Sivunen, Niina Nurmi, Johanna Koroma
2016 2016 49th Hawaii International Conference on System Sciences (HICSS)  
Mobile and virtual workers use a broad array of strategies to cope with collaboration hindrances.  ...  Mobile and virtual work is largely executed by teams and networks of professionals striving to be both productive and creative, often in a highly international environment.  ... 
doi:10.1109/hicss.2016.70 dblp:conf/hicss/SivunenNK16 fatcat:5br37f3ln5bkjdhk6ehwlgkhcq

P2P Video Synchronization in a Collaborative Virtual Environment [chapter]

Suhit Gupta, Gail Kaiser
2005 Lecture Notes in Computer Science  
We have previously developed a collaborative virtual environment (CVE) for small-group virtual classrooms, intended for distance learning by geographically dispersed students.  ...  The CVE employs a peerto-peer approach to the frequent real-time updates to the 3D virtual worlds required by avatar movements (fellow students in the same room are depicted by avatars).  ...  are at times insufficient (due, e.g., to variations in network conditions) and may need to be corrected on the fly.  ... 
doi:10.1007/11528043_9 fatcat:oijroeuqq5ghhlgkfksil2eufe

E-Learners' Challenges and Coping Strategies in Interactive and Collaborative e-Learning in Kenya

Rachael Njeri Kibuku, Daniel Orwa Ochieng, Agnes Nduku Wausi
2020 Journal of Education and Training Studies  
Despite the benefits that e-learning offers to the e-learners, there are challenges that they must cope with.  ...  The results presented in this paper are part of the larger research whose main objective was to develop an e-learning theory for interaction and collaboration.  ...  To cope with delayed uploading of e-content, many participants took leave from work to do the coursework in the short notice.  ... 
doi:10.11114/jets.v8i11.5004 fatcat:7pgeib2lmrbefjaxobhk5ghtnm

Multimedia group and inter-stream synchronization techniques: A comparative study

Fernando Boronat, Jaime Lloret, Miguel García
2009 Information Systems  
A classification of the main synchronization techniques included in most of the analyzed algorithms complements the paper.  ...  Finally, a table is presented summarizing the main characteristics of each analyzed algorithm according to those techniques and other critical issues.  ...  Acknowledgments Authors want to thank Denis Shasha, the Editorin-Chief of the journal, and the reviewers for their comments that helped us improve the quality of this paper substantially.  ... 
doi:10.1016/j.is.2008.05.001 fatcat:c7akn62qojfshl2yitxyqsqyhe

Survey of state melding in virtual worlds

Huaiyu Liu, Mic Bowman, Francis Chang
2012 ACM Computing Surveys  
The fundamental goal of virtual worlds is to provide users with the illusion that they are all seeing and interacting with each other in a consistent world.  ...  This survey aims to provide a thorough understanding of existing approaches and their strength and limitations and to assist in developing solutions to improve scalability and performance of virtual worlds  ...  Miller from Intel, Andreas Raab from Qwaq Forums, DaviðBrandt from NARC (formerly with Eve Online), Jeff Kesselman from Blue Fang (formerly with Project Darkstar), and the reviewers for their valuable  ... 
doi:10.1145/2333112.2333116 fatcat:mak5ge5fufhctabtruagciu4k4
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