Consistency in Continuous Distributed Interactive Media

Mauve, Martin

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URN: urn:nbn:de:bsz:180-madoc-7771
Document Type: Working paper
Year of publication: 1999
The title of a journal, publication series: Technical Reports
Volume: 99-009
Place of publication: Mannheim
Publication language: English
Institution: School of Business Informatics and Mathematics > Sonstige - Fakultät für Wirtschaftsinformatik und Wirtschaftsmathematik
MADOC publication series: Veröffentlichungen der Fakultät für Mathematik und Informatik > Institut für Informatik > Technical Reports
Subject: 004 Computer science, internet
Subject headings (SWD): Interaktive Medien , Konsistenzprüfung
Keywords (English): Consistency , Continuous Distributed Interactive Media
Abstract: In this paper we investigate how consistency can be ensured for continuous distributed interactive media, i.e. distributed media which change their state in reaction to user initiated operations as well as because of the passing of time. Existing approaches to reach consistency in discrete distributed 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 trade off relationship exists between the responsiveness of the medium and the appearance of short term inconsistencies. Currently this trade off is 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 and it enables the distribution of continuous interactive media which 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.

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