• Title/Summary/Keyword: 데드레커닝

Search Result 6, Processing Time 0.021 seconds

A Study On Performance Analysis and Improvement of Dead-Reckoning Algorithm in Networked Virtual Environment (네트워크가상환경에서 데드레커닝 알고리즘의 성능 해석 및 향상에 관한 연구)

  • 심광현;김종성
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2001.10c
    • /
    • pp.112-114
    • /
    • 2001
  • 본 논문에서는 온라인 게임과 같은 대규모 네트워크가상환경에서의 서버와 클라이언트간에 교환되는 정보의 대부분을 차지하는 공유객체의 이동에 대한 데드레커닝 알고리즘을 마코프 체인 (Markov Chain)을 이용하여 모델링하고 그것의 성능을 해석한다. 그리고 사용자측면에서는 거의 성능지하가 없으면서 전체적으로 네트워크부하를 줄여서 서버가 보다 많은 클라이언트를 처리해 굴 수 있도록 하기 위한 데드레커닝 문턱값의 제어기법들을 소개한다.

  • PDF

Communication and Sewer Technologies for Performance Improvements in Networked Visual Environment (네트워크 가상환경의 성능향상을 위한 통신 및 서버 기술)

  • 심광현;양광호;박일규;김종성
    • The Journal of the Korea Contents Association
    • /
    • v.1 no.1
    • /
    • pp.118-129
    • /
    • 2001
  • This paper investigates the previous research results on communication and server technologies for networked virtual environments and presents several new technologies to improve performance. Specially, a hierarchical client-server network topology to support numerous clients are presented and a dead-reckoning algorithm considering network latency to provide clients with fair service is also presented. Finally, several examples to confirm the proposed technologies are introduced.

  • PDF

An Efficient Method to Update Character Moving Directions for Massively Multi-player Online FPS Games (대규모 온라인 FPS 게임을 위한 효율적인 캐릭터 방향 갱신 기법)

  • Lim, Jong-Min;Lee, Dong-Woo;Kim, Youngsik
    • Journal of Korea Game Society
    • /
    • v.14 no.5
    • /
    • pp.35-42
    • /
    • 2014
  • In the market of First Person Shooter (FPS) games, Massively Multi-player Online FPS games (MMOFPS) like 'PlanetSide 2' have been popular recently. Dead reckoning has been widely used in order to mitigate the network traffic overload for the game server with hundreds or thousands of people. This paper proposes the efficient analytical method to calculate the tolerable threshold angle of moving direction, which is one of the most important factors for character status updating when dead reckoning is used in MMOFPS games. The experimental results with game testers shows that the proposed method minimizes the position error for character moving and provides natural direction updates of characters.

Path Prediction-based Dynamic Data Sharing in Network Virtual Environment (네트워크 가상환경에서 경로예측에 의한 동적 데이터 공유)

  • Song, Sun-Hee;Ra, Sang-Dong
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.31 no.10C
    • /
    • pp.956-963
    • /
    • 2006
  • This research studies multi participant consistency and dynamic data shared through 3D scenes in virtual network environments. In a distributed virtual environment of client-server structure, consistency is maintained by the static information exchange; as jerks occur by packet delay when updating messages of dynamic data exchanges are broadcasted frequence, the network bottleneck is reduced by predicting the movement path by using the Dead-reckoning algorithm. In Dynamic data path prediction, the tests the location prediction error between Dead-reckoning convergence interval and error of prediction and actual condition one time above threshold it interpolates a previously location. The shared dynamic data of the 3D virtual environment is implementation using the VRML EAI.

Dynamic Data Path Prediction use Extend EKF Movement Tracing in Net-VE (Net-VE에서 이동궤적을 이용한 동적데이터 경로예측)

  • Song, Sun-Hee;Oh, Haeng-Soo;Park, Kwang-Chae;Kim, Gwang-Jun;Ra, Sang-Dong
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.1 no.2
    • /
    • pp.81-89
    • /
    • 2008
  • Improved EKF suggests variable path prediction to reduce the event traffic caused by the information sharing among multi-users in networked virtual environment. The three dimensional virtual space is maintained consistently by endless status information exchange among dispersed users, and periodic status transmission brings traffic overhead in network. By using the error between the measured movement trace of dynamic information and the EKF predicted, we propose the method applied to predict the mobile packet of dynamic data which is simultaneously changing. And, the simulation results of DIS dead reckoning algorithms and EKF path prediction is compared here. It followed the specific path and while moving, the proposed method which it proposes predicting with DIS dead reckoning algorithm and to compare to the mobile path of the actual object and it got near it predicts the possibility of knowing it was.

  • PDF

Variable Route Predictive using Extend Kalman Filter for net-VE Environment (net-VE 환경에서 확장 칼만필터를 이용한 가변적 경로예측)

  • Song, Sun-Hee;Park, Dong-Suk;Kim, Hee-Chul;Bae, Chul-Soo;Ra, Sang-Dong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • v.9 no.2
    • /
    • pp.561-565
    • /
    • 2005
  • net-VE 환경에서 다중 사용자들이 정보를 공유하는 경우 교환되는 이벤트 트래픽을 줄이기 위하여 확장 칼만필터를 이용해 객체 이벤트의 가변적 경로예측을 한다. 다중 사용자를 지원하는 3차원 공간 정보공유는 가상환경에 대한 상태정보를 중앙 서버에서 관리하므로 일관성 유지가 용이하다는 장점이 있으나 네트워크에 과중한 부담을 주며, 메시지 병목현상, 확장성이 부족하다는 문제점이 있다. 본 논문에서는 이동되어져온 궤적의 유클리디 실즉치와 칼만 예측치와의 오차 정보인 이노베이션을 사용하여 가변적 경로예측을 하고, net-VE 공유 및 이벤트 필터링 과정을 제안한다.

  • PDF