A Real-time, Predictive Architecture for Distributed Virtual RealityRoberts, D. J., Sharkey, P. M. and Sandoz, P. D. (1995) A Real-time, Predictive Architecture for Distributed Virtual Reality. In: p.m.sharkey@reading.ac.uk, July, 1995, Des Moines, Iowa, pp. 279-288. Full text not archived in this repository. It is advisable to refer to the publisher's version if you intend to cite from this work. See Guidance on citing. Abstract/SummaryUser interaction within a virtual environment may take various forms: a teleconferencing application will require users to speak to each other (Geak, 1993), with computer supported co-operative working; an Engineer may wish to pass an object to another user for examination; in a battle field simulation (McDonough, 1992), users might exchange fire. In all cases it is necessary for the actions of one user to be presented to the others sufficiently quickly to allow realistic interaction. In this paper we take a fresh look at the approach of virtual reality operating systems by tackling the underlying issues of creating real-time multi-user environments.
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