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
- used by among others Delaney - Presence 2007
- Includes any of the following:
- 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)