ABSTRACT
Avatar: Any dynamic object in a game that is controlled either by a participant or automatically by the system.
Dead Reckoning: An extrapolation technique used in aviation systems to compute an estimate of the current position of a plane based on the knowledge of its position in the past and on its trajectory.
DIA (distributed interactive application): Real-time applications where users (i.e., participants) interact in a defined environment. Examples of DIAs are distributed games, digital battlefields, shared virtual worlds, cooperative tools, etc.
DIS (distributed interactive simulation): An IEEE standard (see references [6, 7]) that describes the format of the packets that should be exchanged between simulation entities in a distributed simulation, and that defines the protocol to handle these packets.
IP multicast: An extension of IP to support the construction of trees (instead of point-to-point routes) for the delivery of data to a group of receivers.
Mbone: Virtual overlay installed on the Internet to implement IP multicast.
RTP/RTCP (Real-Time Transport Protocol/Real-Time Control Protocol) [2]: An encapsulation format designed to handle realtime data transmission on the Internet. RTP is generally used in conjunction with UDP. RTCP is a control protocol that carries statistic and control information for RTP data flows.
NTP (Network Time Protocol) [21]: A protocol used to synchronize a clock signal over a network (in other words, to provide a global clock in a network). NTP is a client-server protocol where servers are organized in stratum. NTP is sensitive to link asymmetry.
PDU (protocol data unit): The standard way to describe a packet constructed by a protocol for transmission purposes. In the DIS, the most popular PDU is the entity state PDU that carries a description of an avatar.
UDP (user datagram protocol): An unreliable transport protocol (as opposed to TCP, which guarantees ordered and reliable data transmission). UDP's main functionality is to multiplex/demultiplex data. UDP has been designed to implement real-time applications on the Internet.
References
[1] L. Gautier, E. Lety, and C. Diot, "The MiMaze web page."
[2] H. Schulzrinne et al., "RTP: A Transport Protocol for Real-Time Applications," RFC-1889, Jan. 1996.
[3] S. Deering, "Host Extensions for IP Multicasting," RFC 1112, 17, Aug. 1989.
[4] S. Seidensticker, W. Garth Smith, and M. Myjak, "Scenarios and Appropriate Protocols for Distributed Interactive Simulation," Working Internet Draft draft-ietf-lsma-scenarios-01.txt, Mar. 1997.
[5] J. M. Pullen, M. Myjak, and C. Bouwens, "Limitations of Internet Protocol Suite for Distributed Simulation in the Large Multicast Environment," Working Internet Draft draft-ietf-lsma-limitations-01.txt, Mar. 1997.
[6] IEEE Standard for Distributed Interactive Simulation – Application Protocols (IEEE Std 1278.111995), IEEE Comp. Soc., 1995.
[7] IEEE Standard for Distributed Interactive Simulation – Communication Services and Profiles (IEEE Std 1278.2-1995), IEEE Comp. Soc., 1995.
[8] J. Rothshild, "Designing and Writing Multiplayer Games for the Internet: Technical Considerations."
[9] D. B. Anderson et al., "Diamond Park and Spline: A Virtual Reality System with 3D Animation, Spoken Interaction, and Runtime Modifiability," MERL rep. TR96-02a. 1996.
[10] J.-C. Bolot and A. Vega Garcia, "Control Mechanisms for Packet Audio in the Internet," Proc. IEEE INFOCOM '96, San Francisco, CA, Apr. 1996, pp. 232–39.
[11] J. Czeranski and H-U. Kiel, "Softwarepraktikum Netzwerkprogrammie-rung unter Unix am Beispiel des Spiels," 1993/94,
[12] L. Gautier and C. Diot, "Design and Evaluation of MiMaze, a Multiplayer Game on the Internet," IEEE Multimedia Sys. Conf., Austin. TX, June 28–July 1, 1998.
[13] A. Goscinsky, Distributed Operating System, The Logical Design, Addison-Wesley, 1991.
[14] D. Brutzman, "The Virtual Reality Modeling Language and Java," Commun. ACM, vol. 41, no. 6, June 1998, pp. 57–64.
[15] E. Berglund and D. R. Cheriton, "Amaze: A Multiplayer Computer Game," IEEE Software, vol. 2, no. 3, May 1985, pp. 30–39.
[16] J. W. Barrus, R. C. Waters, and D. B. Anderson, "Locales and Beacons: Efficient and Precise Support for Large-Scale Multiuser Virtual Environments," IEEE Virtual Reality Annual Int'l. Symp., Santa Clara, CA, Mar. 1996.
[17] The PARADISE project Web site.
[18] S. Singhal, "Effective Remote Modeling in Large-Scale Distributed Simulation and Visualization Environments," Ph.D. thesis, Dept. of Comp. Sci., Stanford Univ., Stanford, CA, Aug. 1996.
[19] R. Ramjee et al., "Adaptive Playout Mechanisms for Packetized Audio Applications in Wide-Area Networks," Proc. INFOCOM '94, Toronto, Canada, Apr. 1994, pp. 680–88.
[20] R. C. Waters, "Time Synchronization in Spline," MERL rep. TR96-09, Apr. 1996.
[21] D. L. Mills, "Network Time Protocol (Version 3) Specification, Implementation and Analysis," RFC-1305, Mar. 1992.
[22] H. Eriksson, "MBone: The Multicast Backbone," Commun. ACM, Aug. 1994, pp. 54–60.
[23] L. Gautier, "Une Architecture de Communication pour les Applications Multi-Utilisateurs Interactives Distribuees sur Internet," Ph.D. rep. (in French), University of Nice Sophia-Antipolis, Sept. 1998.
[24] A. Cox et al., "Time Synchronization Experiments," Proc. 14th DIS Wksp. (dis-96-14-175), Spring 1996.
Biographies