2001
DOI: 10.1007/978-3-7091-6221-7_20
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Adaptive Networking for Tele-Immersion

Abstract: Abstract. Tele-Immersive applications possess an unusually broad range of networking requirements. As high-speed and Quality of Service-enabled networks emerge, it will becoming more difficult for developers of Tele-Immersion applications, and networked applications in general, to take advantage of these enhanced services. This paper proposes an adaptive networking framework to ultimately allow applications to optimize their network utilization in pace with advances in networking services. In working toward th… Show more

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Cited by 12 publications
(6 citation statements)
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“…When it is TCP1's turn again and if TCP1 is not blocked, it would send packet 5. This is similar to socket striping technique in [14].…”
Section: Remarks On Sendermentioning
confidence: 90%
“…When it is TCP1's turn again and if TCP1 is not blocked, it would send packet 5. This is similar to socket striping technique in [14].…”
Section: Remarks On Sendermentioning
confidence: 90%
“…In the literature, the only work we found to be related to TI network protocols was [Leigh et al 2001]. In the respective paper, the use of Forward Error Correction (FEC) codes over UDP for realtime tele-immersion is suggested.…”
Section: Network Protocols In Tele-immersionmentioning
confidence: 99%
“…These reflect the diverse applications of this paradigm and the different research emphasis of each research group: shared workspaces, networked games, distributed whiteboards, group editors, distributed architectural design, education, telemedicine and simulations (Bhola, Banavar and Ahamad 1998;Sun, Jia, Zhang, Yang and Chen 1998;Bouras, Hornig, Triantafillou and Tsiatsos 2001;Fujimoto 2001;Riva and Gamberini 2001;Tawfik and Fernando 2001;McCoy, Delaney and Ward 2003;Frecon 2004). Several research teams have developed experimental distributed virtual environment platforms; some examples include RING (Funkhouser 1995), NPSNET (Macedonia, Zyda, Pratt, Barham and Zeswitz 1994;Capps, McGregor, Brutzman and Zyda 2000), MASSIVE (Greenhalgh and Benford 1995;Greenhalgh, Purbick and Snowdon 2000), PaRADE (Roberts, Sharkey and Sandoz 1995;, SPLINE (Barrus, Waters and Anderson 1996), CAVERNSoft (Leigh, Yu, Schonfeld, Ansari, He et al 2001), VELVET (de Oliveira and Georganas 2002), PARADISE (Holbrook, Singhal and Cheriton 1995;Singhal 1996), DIVE (Frécon and Stenius 1998;Frécon 2003;Frécon 2004), QUICK (Capps 2000), VPark (Joslin, Molet, Thalmann, Esmerado, Thalmann et al 2001), MOVE (Garcia, Montala, Pairot, Rallo and Skarmeta 2002), ATLAS (Lee, Lim and Han 2002), EQUATOR (MacColl, Millard, C. and Steed 2002) and PING (Roberts 2004). …”
Section: Distributed Interactive Simulation (Dis)mentioning
confidence: 99%