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Multi-user virtual reality

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posted on 2023-05-27, 17:24 authored by Pugh, Jonathan David Stewart
Due to the extensive use of modem technology and the advent of mobile communications, bandwidth usage by Internet applications such as multi-user virtual reality systems needs to be kept to a minimum. In traditional multi-user virtual reality simulations, synchronization data about deterministic objects must be regularly sent to remote simulations in order to maintain consistency among the simulations. Using these systems, a maximum of about ten objects can be simultaneously synchronized over a typical modem connection. There is scope for eliminating synchronization information caused by deterministic objects by taking advantage of their predictability. Using the efficient rolling mechanism provided by the Replicated Time Warp mechanism (presented in this thesis), the need to send synchronization data for deterministic objects is eliminated at the expense of extra local computation required to predict the deterministic objects. By eliminating the bandwidth restrictions, the Replicated Time Warp system enables virtual worlds far more complex than previously possible to be created and synchronized over modem or wireless connections. Virtual Worlds containing one hundred or more dynamic objects can be simultaneously synchronized over a modem connection, depending on the speed of the local computer.

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Thesis (MSc)--University of Tasmania, 2001. Includes bibliographical references

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