2017
DOI: 10.1057/s41273-016-0035-8
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Consistency and fairness in real-time distributed virtual environments: Paradigms and relationships

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Cited by 4 publications
(2 citation statements)
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“…Dead-reckoning is flexible, with regard to trade-offs between consistency, responsiveness and bandwidth usage [10], because increasing the Dead-reckoning threshold generates less communications, but lowers the accuracy of information, and vice versa. Research on dead-reckoning improved bandwidth usage mainly in two ways : get the best prediction possible [11], or improve the update policies (a survey on different update policies is given in [16]). This last aspect often relies on Interest Management.…”
Section: Contextmentioning
confidence: 99%
“…Dead-reckoning is flexible, with regard to trade-offs between consistency, responsiveness and bandwidth usage [10], because increasing the Dead-reckoning threshold generates less communications, but lowers the accuracy of information, and vice versa. Research on dead-reckoning improved bandwidth usage mainly in two ways : get the best prediction possible [11], or improve the update policies (a survey on different update policies is given in [16]). This last aspect often relies on Interest Management.…”
Section: Contextmentioning
confidence: 99%
“…It, then, requires that two users can see the same state changes if they have received the same set of events, called perceptive consistency [60]. In practice, consistency error can be compensated by latency error to achieve the overall fairness, which is called playability [61]. Scalability is "a desirable .…”
Section: Brief Introduction On Existing Requirementsmentioning
confidence: 99%