2009
DOI: 10.1007/s00530-009-0170-4
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Priority-based haptic event filtering for transmission and error control in networked virtual environments

Abstract: A data filtering scheme is proposed for transmission and error control of haptic events in hapticbased network virtual environments; this scheme is called as priority-based haptic event filtering. Because a high update rate of approximately 1 kHz is required for haptic rendering, sophisticated transmission rate control and reduction schemes are necessary for the haptic events. Although existing schemes can reduce the transmission rate without any perception impairment, they are very sensitive to packet losses.… Show more

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Cited by 13 publications
(9 citation statements)
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“…SHVEs are often realized using a client-server communication architecture (Hikichi et al, 2001;Lee & Kim, 2009a;Schuwerk, Chaudhari, & Steinbach, 2012), although it is known that such a centralized architecture generally suffers from scalability issues (Marsh, Figure 1. Consistency client-server architecture with centralized physics engine at the server and local force rendering at the clients (recreated from .…”
Section: Motivationmentioning
confidence: 99%
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“…SHVEs are often realized using a client-server communication architecture (Hikichi et al, 2001;Lee & Kim, 2009a;Schuwerk, Chaudhari, & Steinbach, 2012), although it is known that such a centralized architecture generally suffers from scalability issues (Marsh, Figure 1. Consistency client-server architecture with centralized physics engine at the server and local force rendering at the clients (recreated from .…”
Section: Motivationmentioning
confidence: 99%
“…The object-state prediction is also used to absorb lost state update packets (Hikichi et al, 2001). In Lee and Kim (2009a), based on the quality of state predictions, updates are categorized into three different priorities. Depending on the current network load, updates with the lowest priority are skipped, while updates with the highest priority are always sent reliably.…”
Section: Traffic Control In Distributed Simulationsmentioning
confidence: 99%
“…There are eleven users (A-K) and eight objects (1)(2)(3)(4)(5)(6)(7)(8). Every user maintains a complete copy of the virtual environment.…”
Section: A High-level Overviewmentioning
confidence: 99%
“…in [6], [7], [8]). Herein, a local database is maintained at each client, storing the current state of the complete virtual environment.…”
Section: Communication Architectures For Shvesmentioning
confidence: 99%
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