| Conference |
| Type of Publication |
| Consistency in Replicated Continuous Interactive
Media |
| Title |
|
| Authors |
| Proc. of the ACM Conference on Computer Supported
Cooperative Work (CSCW) 2000, pp.
181-190, Philadelphia, PA, USA, December 2000 |
| Published in |
| In this paper we investigate how consistency
can be ensured for replicated continuous interactive media, i.e.,
replicated media which change their state in reaction to user
initiated operations as well as because of the passing of time.
Typical examples for this media class are networked computer
games and distributed VR applications. Existing approaches to
reach consistency for replicated discrete interactive media are
briefly outlined and it is shown that these fail in the
continuous domain. In order to allow a thorough discussion of the
problem, a formal definition of the term consistency in the
continuous domain is given. Based on this definition we show that
an important tradeoff relationship exists between the
responsiveness of the medium and the appearance of short-term
inconsistencies. Until now this tradeoff was not taken into
consideration for consistency in the continuous domain, thereby
severely limiting the consistency related fidelity for a large
number of applications. We show that for those applications the
fidelity can be significantly raised by voluntarily decreasing
the responsiveness of the medium. This concept is called local
lag. It enables the distribution of continuous interactive media
that are more vulnerable to short-term inconsistencies than,
e.g., battlefield simulations. We prove that the concept of local
lag is valid by describing how local lag was successfully used to
ensure consistency in a 3D telecooperation
application. |
| Abstract |
|
Consistency
Replicated Continuous Interactive Media
|
| Keywords |
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