Recently, the maximum likelihood estimator (MLE) and Cramer-Rao Lower Bound (CRLB) were proposed with the goal of maximizing and assessing the synchronization accuracy in wireless...
Jang-Sub Kim, Jaehan Lee, Erchin Serpedin, Khalid ...
Haptic Collaborative Virtual Environments, like other collaborative environments, are adversely affected by the inherent network lag, caused by delay, jitter, or packet loss, when...
Tightly-coupled interaction is shared work in which each person's actions immediately and continuously influence the actions of others. Tightly-coupled collaboration is a hal...
— We show that the current TCP Vegas algorithm can become unstable in the presence of network delay and propose a modification that stabilizes it. The stabilized Vegas remains c...
Distributed multi-player games use dead reckoning vectors to intimate other (at a distance) participating players about the movement of any entity by a controlling player. The dea...
Sudhir Aggarwal, Hemant Banavar, Amit Khandelwal, ...
Over the past few years, the prominence of multiplayer network gaming has increased dramatically in the Internet. The effect of network delay (lag) on multiplayer network gaming h...
Sebastian Zander, Ian Leeder, Grenville J. Armitag...
Application designers of collaborative distributed Virtual Environments must account for the influence of the network connection and its detrimental effects on user performance. ...
Alexey Tumanov, Robert S. Allison, Wolfgang St&uum...