Proceedings of the 2002 International Joint Conference on Neural Networks. IJCNN'02 (Cat. No.02CH37290)
DOI: 10.1109/ijcnn.2002.1007498
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A recurrent neural network approach to virtual environment latency reduction

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Cited by 12 publications
(4 citation statements)
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“…Although dead reckoning works well for gaming applications, its main purpose it to reduce network traffic and has not been proven to work for more complex human movement patterns. Other predictive techniques have been studied for use in virtual reality, but no consensus has been made as the most appropriate method [8].…”
Section: Introductionmentioning
confidence: 99%
“…Although dead reckoning works well for gaming applications, its main purpose it to reduce network traffic and has not been proven to work for more complex human movement patterns. Other predictive techniques have been studied for use in virtual reality, but no consensus has been made as the most appropriate method [8].…”
Section: Introductionmentioning
confidence: 99%
“…Required is that the error in predicted angular acceleration is small enough such that it can be neglected. In [10][11][12][13] several methods to predict angular acceleration have been proposed. These methods are, however, rather complex, varying from multiple neural networks to extensive Kalman filtering.…”
Section: Predictionmentioning
confidence: 99%
“…Prediction based techniques have been used to feed back predicted movements of head (Akatsuka and Bekey, 1998;Garrett et al, 2002), ownership requirements (Roberts and Sharkey, 1997), and forces (Kim et al, 2004) to users before final results are available. HCI based techniques show some system information to users through predictive display (Burkert et al, 2004;Noyes and Sheridan, 1984) and user interface widgets such as delay gauge, area of uncertainty, past shadow, and ghost ball etc.…”
Section: Site0mentioning
confidence: 99%