scholarly journals Interest Management for Collaborative Environments Through Dividing Their Shared State

Author(s):  
Michal Masa ◽  
Jiri Zara
2004 ◽  
Vol 13 (3) ◽  
pp. 315-327 ◽  
Author(s):  
Felix G. Hamza-Lup ◽  
Jannick P. Rolland

Advances in computer networks and rendering systems facilitate the creation of distributed collaborative environments in which the distribution of information at remote locations allows efficient communication. One of the challenges in networked virtual environments is maintaining a consistent view of the shared state in the presence of inevitable network latency and jitter. A consistent view in a shared scene may significantly increase the sense of presence among participants and facilitate their interactivity. The dynamic shared state is directly affected by the frequency of actions applied on the objects in the scene. Mixed Reality (MR) and Virtual Reality (VR) environments contain several types of action producers including human users, a wide range of electronic motion sensors, and haptic devices. In this paper, we propose a novel criterion for categorization of distributed MR/VR systems and present an adaptive synchronization algorithm for distributed MR/VR collaborative environments. In spite of significant network latency, results show that for low levels of update frequencies the dynamic shared state can be kept consistent at multiple remotely located sites.


Author(s):  
Piero Ignazi

Chapter 5 discusses the premises of the emergence of the cartel party with the parties’ resilience to any significant modification in the face of the cultural, societal, and political changes of the 1970s–1980s. Parties kept and even increased their hold on institutions and society. They adopted an entropic strategy to counteract challenges coming from a changing external environment. A new gulf with public opinion opened up, since parties demonstrated greater ease with state-centred activities for interest-management through collusive practices in the para-governmental sector, rather than with new social and political options. The emergence of two sets of alternatives, the greens and the populist extreme right, did not produce, in the short run, any impact on intra-party life. The chapter argues that the roots of cartelization reside mainly in the necessitated interpenetration with the state, rather than on inter-party collusion. This move has caught parties in a legitimacy trap.


1991 ◽  
Vol 23 (1) ◽  
pp. 96 ◽  
Author(s):  
William W. Gaver ◽  
Randall B. Smith

Electronics ◽  
2021 ◽  
Vol 10 (4) ◽  
pp. 513
Author(s):  
Dylan Kobayashi ◽  
Ryan Theriot ◽  
Noel Kawano ◽  
Jack Lam ◽  
Eric Wu ◽  
...  

The Destiny-class CyberCANOE (Destiny) is a Hybrid Reality environment that provides 20/20 visual acuity in a 13-foot-wide, 320-degree cylindrical structure comprised of tiled passive stereo-capable organic light emitting diode (OLED) displays. Hybrid Reality systems combine surround-screen virtual reality environments with ultra-high-resolution digital project-rooms. They are intended as collaborative environments that enable multiple users to work minimally encumbered for long periods of time in rooms surrounded by data in the form of visualizations that benefit from being displayed at resolutions matching visual acuity and/or in stereoscopic 3D. Destiny is unique in that it is the first Hybrid Reality system to use OLED displays and it uses a real-time GPU-based approach for minimizing stereoscopic crosstalk. This paper chronicles the non-trivial engineering research and attention-to-detail that is required to develop a production quality hybrid-reality environment by providing details about Destiny’s design and construction process. This detailed account of how a Hybrid Reality system is designed and constructed from the ground up will help VR researchers and developers understand the engineering complexity of developing such systems. This paper also discusses a GPU-based crosstalk mitigation technique and evaluation, and the use of Microsoft’s augmented reality headset, the HoloLens, as a design and training aid during construction.


2003 ◽  
Vol 38 (10) ◽  
pp. 131-142 ◽  
Author(s):  
DeQing Chen ◽  
Chunqiang Tang ◽  
Brandon Sanders ◽  
Sandhya Dwarkadas ◽  
Michael L. Scott
Keyword(s):  

2017 ◽  
Vol 26 (03) ◽  
pp. 1750002
Author(s):  
Fouad Hanna ◽  
Lionel Droz-Bartholet ◽  
Jean-Christophe Lapayre

The consensus problem has become a key issue in the field of collaborative telemedicine systems because of the need to guarantee the consistency of shared data. In this paper, we focus on the performance of consensus algorithms. First, we studied, in the literature, the most well-known algorithms in the domain. Experiments on these algorithms allowed us to propose a new algorithm that enhances the performance of consensus in different situations. During 2014, we presented our very first initial thoughts to enhance the performance of the consensus algorithms, but the proposed solution gave very moderate results. The goal of this paper is to present a new enhanced consensus algorithm, named Fouad, Lionel and J.-Christophe (FLC). This new algorithm was built on the architecture of the Mostefaoui-Raynal (MR) consensus algorithm and integrates new features and some known techniques in order to enhance the performance of consensus in situations where process crashes are present in the system. The results from our experiments running on the simulation platform Neko show that the FLC algorithm gives the best performance when using a multicast network model on different scenarios: in the first scenario, where there are no process crashes nor wrong suspicion, and even in the second one, where multiple simultaneous process crashes take place in the system.


2015 ◽  
Vol 9 (6) ◽  
pp. 1226-1241
Author(s):  
Michele Amoretti ◽  
Alessandro Grazioli ◽  
Francesco Zanichelli

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