{"title":"Maximising concurrency and scalability in a consistent, causal, distributed virtual reality system, whilst minimising the effect of network delays","authors":"D. Roberts, P. Sharkey","doi":"10.1109/ENABL.1997.630808","DOIUrl":null,"url":null,"abstract":"The development of large scale virtual reality and simulation systems have been mostly driven by the DIS and HLA standards community. A number of issues are coming to light about the applicability of these standards, in their present state, to the support of general multi-user VR systems. This paper pinpoints four issues that must be readdressed before large scale virtual reality systems become accessible to a larger commercial and public domain: a reduction in the effects of network delays; scalable causal event delivery; update control; and scalable reliable communication. Each of these issues is tackled through a common theme of combining wall clock and causal time-related entity behaviour, knowledge of network delays and prediction of entity behaviour, that together overcome many of the effects of network delays.","PeriodicalId":334410,"journal":{"name":"Proceedings of IEEE 6th Workshop on Enabling Technologies: Infrastructure for Collaborative Enterprises","volume":"568 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1997-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"57","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of IEEE 6th Workshop on Enabling Technologies: Infrastructure for Collaborative Enterprises","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ENABL.1997.630808","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 57
Abstract
The development of large scale virtual reality and simulation systems have been mostly driven by the DIS and HLA standards community. A number of issues are coming to light about the applicability of these standards, in their present state, to the support of general multi-user VR systems. This paper pinpoints four issues that must be readdressed before large scale virtual reality systems become accessible to a larger commercial and public domain: a reduction in the effects of network delays; scalable causal event delivery; update control; and scalable reliable communication. Each of these issues is tackled through a common theme of combining wall clock and causal time-related entity behaviour, knowledge of network delays and prediction of entity behaviour, that together overcome many of the effects of network delays.