Dead Reckoning. Furht, B., editor In Encyclopedia of Multimedia, pages 146–147. Springer US, 2008. 00000
Dead Reckoning [link]Paper  abstract   bibtex   
SynonymsPocket losses and delays in online gamingDefinitionDead reckoning is commonly used to compensate for packet losses and delays in online gaming.With the aim of providing users with high levels of interactivity in the course of frenetic fast paced games, a large number of latency hiding techniques have been devised that aim at compensating transmission delays and packet losses. In essence, much of the focus on improving real-time interactions within online multi-player game sessions is on how to reduce response times experienced by players. For timely game state updates at player consoles, dead reckoning is commonly used to compensate for packet losses and delays. In this specific context, prominent works are those presented in [1–3].In particular, dead reckoning schemes typically aim at predicting the actual positions of moving entities during the game evolution. These schemes are based on the idea of updating entities' trajectories rather than static positions. ...
@incollection{furht_dead_2008,
	title = {Dead {Reckoning}},
	copyright = {©2008 Springer-Verlag},
	isbn = {978-0-387-74724-8 978-0-387-78414-4},
	url = {http://link.springer.com/referenceworkentry/10.1007/978-0-387-78414-4_291},
	abstract = {SynonymsPocket losses and delays in online gamingDefinitionDead reckoning is commonly used to compensate for packet losses and delays in online gaming.With the aim of providing users with high levels of interactivity in the course of frenetic fast paced games, a large number of latency hiding techniques have been devised that aim at compensating transmission delays and packet losses. In essence, much of the focus on improving real-time interactions within online multi-player game sessions is on how to reduce response times experienced by players. For timely game state updates at player consoles, dead reckoning is commonly used to compensate for packet losses and delays. In this specific context, prominent works are those presented in [1–3].In particular, dead reckoning schemes typically aim at predicting the actual positions of moving entities during the game evolution. These schemes are based on the idea of updating entities' trajectories rather than static positions. ...},
	language = {en},
	urldate = {2016-05-03},
	booktitle = {Encyclopedia of {Multimedia}},
	publisher = {Springer US},
	editor = {Furht, Borko},
	year = {2008},
	note = {00000},
	pages = {146--147}
}
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