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Causality and media synchronization control for networked multimedia games: centralized versus distributed

Published: 22 May 2003 Publication History

Abstract

This paper makes a performance comparison between a centralized control scheme and a distributed control scheme; these two schemes were previously proposed by the authors so as to preserve causality and media synchronization for networked multimedia games. In the centralized control scheme, we have a single server which carries out causality control and multiple clients which exerts media synchronization control. In the distributed control scheme, each client performs causality and media synchronization control without any server. For the performance comparison, we have carried out an experiment of a networked shooting game in which computer data, voice, and video are dealt with together.

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cover image ACM Conferences
NetGames '03: Proceedings of the 2nd workshop on Network and system support for games
May 2003
168 pages
ISBN:1581137346
DOI:10.1145/963900
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 22 May 2003

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Author Tags

  1. causality
  2. experiment
  3. media synchronization
  4. networked games

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NetGames03
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NetGames03: NetGames 2003
May 22 - 23, 2003
California, Redwood City

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Cited By

View all
  • (2022)An Empirical Method for Causal Inference of Constructs for QoE in Haptic–Audiovisual CommunicationsACM Transactions on Multimedia Computing, Communications, and Applications10.1145/347398618:1(1-24)Online publication date: 31-Jan-2022
  • (2021)QoS Control in Remote Robot Operation with Force FeedbackRobotics Software Design and Engineering [Working Title]10.5772/intechopen.97011Online publication date: 8-Apr-2021
  • (2018)Simultaneous Output-Timing Control in Networked Games and Virtual EnvironmentsMediaSync10.1007/978-3-319-65840-7_5(149-166)Online publication date: 27-Mar-2018
  • (2018)Merge and Forward: A Self-Organized Inter-Destination Media Synchronization Scheme for Adaptive Media Streaming over HTTPMediaSync10.1007/978-3-319-65840-7_21(593-627)Online publication date: 27-Mar-2018
  • (2018)Media Synchronization in Networked Multisensory Applications with HapticsMediaSync10.1007/978-3-319-65840-7_11(295-317)Online publication date: 27-Mar-2018
  • (2013)QoS Control and QoE Assessment in Multi-Sensory Communications with HapticsIEICE Transactions on Communications10.1587/transcom.E96.B.392E96.B:2(392-403)Online publication date: 2013
  • (2007)Synchronous collaborative systems for distributed virtual environments in JavaInternational Journal of Computer Applications in Technology10.1504/IJCAT.2007.01405729:1(27-36)Online publication date: 1-Jun-2007
  • (2007)Adaptive Δ-causality control with adaptive dead-reckoning in networked gamesProceedings of the 6th ACM SIGCOMM workshop on Network and system support for games10.1145/1326257.1326271(75-80)Online publication date: 19-Sep-2007
  • (2006)Influences of network latency on interactivity in networked rock-paper-scissorsProceedings of 5th ACM SIGCOMM workshop on Network and system support for games10.1145/1230040.1230091(23-es)Online publication date: 30-Oct-2006
  • (2005)Synchronization methods for supporting distributed 3D virtual environments in Java™Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology10.1145/1178477.1178536(318-321)Online publication date: 15-Jun-2005
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