Difference between revisions of "Dev:Network Games Related Work"

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Unlike other distributed systems, however, they can trade consistency for responsiveness and fidelity.
 
Unlike other distributed systems, however, they can trade consistency for responsiveness and fidelity.
  
DIAs can be broken into 3-different classes:
+
DIAs can be broken into 3-different classes:[[media:smed-2002-tccs.pdf|Smed - TCCS 2002]]
 
* Military Simulations
 
* Military Simulations
 
* NVEs
 
* NVEs
 
* MCGs (Multiplayer Computer Games)
 
* MCGs (Multiplayer Computer Games)

Revision as of 22:52, 12 February 2009

Terminology

  • DIA = Distributed Interactive Applications
  • DIS = Distributed Interactive Simulations
    • Used by the military
  • NVE = Networked Virtual Environment
    • Singhal & Zyda 99 <insert reference>
  • DIM = Distributed Interactive Media
    • Mauve01 <insert reference>
  • NIE = Networked Interactive Environment
    • Capps, McDowell, Zyda 01 <insert reference>
  • DVE = Distributed Virtual Environment
    • Stytz96 <insert reference>
  • CVE = Collaborative Virtual Environment
  • DSE = Distributed Synthetic Environment
  • SVE = Shared Virtual Environment
  • CSCW = Computer Supported Cooperative Work



Responsiveness is the time taken for the system to register and respond to a user event. Delaney - Presence 2007

Fidelity is the degree to which the virtual representations are similar to their real-world representations. Delaney - Presence 2007 & IEEE95


DIA are effectively real-time distributed systems.

Unlike other distributed systems, however, they can trade consistency for responsiveness and fidelity.

DIAs can be broken into 3-different classes:Smed - TCCS 2002

  • Military Simulations
  • NVEs
  • MCGs (Multiplayer Computer Games)