A survey and taxonomy of latency compensation techniques for network computer games

S Liu, X Xu, M Claypool - ACM Computing Surveys (CSUR), 2022 - dl.acm.org
Computer games, one of the most popular forms of entertainment in the world, are
increasingly online multiplayer, connecting geographically dispersed players in the same …

Locating facial region of a head-and-shoulders color image

D Chai, KN Ngan - … Conference on Automatic Face and Gesture …, 1998 - ieeexplore.ieee.org
This paper addresses our proposed method to automatically locate the person's face from a
given image that consists of a head-and-shoulders view of the person and a complex …

[图书][B] Algorithms and networking for computer games

J Smed, H Hakonen - 2017 - books.google.com
The essential guide to solving algorithmic and networking problems in commercial computer
games, revised and extended Algorithms and Networking for Computer Games, Second …

Time-space consistency in large-scale distributed virtual environments

S Zhou, W Cai, BS Lee, SJ Turner - ACM Transactions on Modeling and …, 2004 - dl.acm.org
Maintaining a consistent view of the simulated world among different simulation nodes is a
fundamental problem in large-scale distributed virtual environments (DVEs). In this paper …

[图书][B] Networked graphics: building networked games and virtual environments

A Steed, MF Oliveira - 2009 - books.google.com
Networked Graphics equips programmers and designers with a thorough grounding in the
techniques used to create truly network-enabled computer graphics and games. Written for …

Dead reckoning in mobile ad hoc networks

A Agarwal, SR Das - 2003 IEEE Wireless Communications and …, 2003 - ieeexplore.ieee.org
A predictive model-based mobility tracking method, called dead reckoning, is proposed for
mobile ad hoc networks. It disseminates both location and movement models of mobile …

On consistency and network latency in distributed interactive applications: A survey—Part II

D Delaney, T Ward, S McLoone - Presence: Teleoperators and Virtual …, 2006 - direct.mit.edu
This paper is the second part of a two part paper that documents a detailed survey of the
research carried out on consistency and latency in distributed interactive applications (DIAs) …

[PDF][PDF] 基于采煤机运动轨迹的刮板输送机布置形态检测研究

张智喆, 王世博, 张博渊, 李昂 - 煤炭学报, 2015 - researchgate.net
为了准确检测采煤工作面中刮板输送机的布置形状, 提出了基于采煤机运动轨迹的刮板输送机
布置形态检测方法. 根据工作面中采煤机与刮板输送机之间的几何空间位置关系 …

Timelines: simplifying the programming of lag compensation for the next generation of networked games

C Savery, TCN Graham - Multimedia Systems, 2013 - Springer
Lag compensation algorithms used in networked games require programmers to manage
the complexities of dealing with both time and shared state. This can make implementing lag …

Consistency and fairness in real-time distributed virtual environments: Paradigms and relationships

JR Millar, DD Hodson, GL Peterson… - Journal of Simulation, 2017 - Taylor & Francis
Distributed real-time virtual environments entail a well-known set of trade-offs resulting in a
lack of state consistency across simulation nodes. This lack of consistency gives rise to a …