Maximising concurrency and scalability in a consistent, causal, distributed virtual reality system, whilst minimising the effect of network delays
Roberts, D.J. and Sharkey, P. (1997) Maximising concurrency and scalability in a consistent, causal, distributed virtual reality system, whilst minimising the effect of network delays. In: Enabling Technologies: Infrastructure for Collaborative Enterprises, 1997., Proceedings Sixth IEEE workshops on. IEEE, pp. 161-166. (http://scholar.google.co.uk/citations?view_op=view_citation&hl=en&user=qZKoUAcAAAAJ&cstart=40&sortby=pubdate&citation_for_view=qZKoUAcAAAAJ:2osOgNQ5qMEC)
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To link to this article DOI: 10.1109/ENABL.1997.630808
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 delay.