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Rendezvous: supporting real-time collaborative mobile gaming in high latency environments

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Published

Standard

Rendezvous: supporting real-time collaborative mobile gaming in high latency environments. / Chandler, Angie; Finney, Joseph.
ACE '05 Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology. New York: ACM, 2005. p. 310-313.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Chandler, A & Finney, J 2005, Rendezvous: supporting real-time collaborative mobile gaming in high latency environments. in ACE '05 Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology. ACM, New York, pp. 310-313. https://doi.org/10.1145/1178477.1178534

APA

Chandler, A., & Finney, J. (2005). Rendezvous: supporting real-time collaborative mobile gaming in high latency environments. In ACE '05 Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology (pp. 310-313). ACM. https://doi.org/10.1145/1178477.1178534

Vancouver

Chandler A, Finney J. Rendezvous: supporting real-time collaborative mobile gaming in high latency environments. In ACE '05 Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology. New York: ACM. 2005. p. 310-313 doi: 10.1145/1178477.1178534

Author

Chandler, Angie ; Finney, Joseph. / Rendezvous: supporting real-time collaborative mobile gaming in high latency environments. ACE '05 Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology. New York : ACM, 2005. pp. 310-313

Bibtex

@inproceedings{a6b23c9cffe74d91bad21f2f0a737118,
title = "Rendezvous: supporting real-time collaborative mobile gaming in high latency environments",
abstract = "Despite the ever increasing popularity of handheld, networked gaming consoles, fully interactive real-time, multiplayer games designed for these platforms have yet to become a reality. This is primarily caused by the reliance of these handheld devices on telecoms networks such as GPRS and 3G to enable communications between players, introducing network latencies beyond the capacity of existing games and supporting consistency mechanisms to operate successfully.This paper motivates the need for a new approach to consistency in mobile multiplayer gaming environments, and introduces Rendezvous, a novel solution to the high latency consistency problem, based on the concept of elegant recovery from an inconsistent shared state, rather than the more traditional approach of prevention of the initial inconsistency. The paper goes on to present preliminary design, implementation and evaluation of Rendezvous, with respect to its application to a mobile real-time multiplayer game written for the smart phone platform called Knockabout.",
author = "Angie Chandler and Joseph Finney",
year = "2005",
doi = "10.1145/1178477.1178534",
language = "English",
isbn = "1-59593-110-4",
pages = "310--313",
booktitle = "ACE '05 Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology",
publisher = "ACM",

}

RIS

TY - GEN

T1 - Rendezvous: supporting real-time collaborative mobile gaming in high latency environments

AU - Chandler, Angie

AU - Finney, Joseph

PY - 2005

Y1 - 2005

N2 - Despite the ever increasing popularity of handheld, networked gaming consoles, fully interactive real-time, multiplayer games designed for these platforms have yet to become a reality. This is primarily caused by the reliance of these handheld devices on telecoms networks such as GPRS and 3G to enable communications between players, introducing network latencies beyond the capacity of existing games and supporting consistency mechanisms to operate successfully.This paper motivates the need for a new approach to consistency in mobile multiplayer gaming environments, and introduces Rendezvous, a novel solution to the high latency consistency problem, based on the concept of elegant recovery from an inconsistent shared state, rather than the more traditional approach of prevention of the initial inconsistency. The paper goes on to present preliminary design, implementation and evaluation of Rendezvous, with respect to its application to a mobile real-time multiplayer game written for the smart phone platform called Knockabout.

AB - Despite the ever increasing popularity of handheld, networked gaming consoles, fully interactive real-time, multiplayer games designed for these platforms have yet to become a reality. This is primarily caused by the reliance of these handheld devices on telecoms networks such as GPRS and 3G to enable communications between players, introducing network latencies beyond the capacity of existing games and supporting consistency mechanisms to operate successfully.This paper motivates the need for a new approach to consistency in mobile multiplayer gaming environments, and introduces Rendezvous, a novel solution to the high latency consistency problem, based on the concept of elegant recovery from an inconsistent shared state, rather than the more traditional approach of prevention of the initial inconsistency. The paper goes on to present preliminary design, implementation and evaluation of Rendezvous, with respect to its application to a mobile real-time multiplayer game written for the smart phone platform called Knockabout.

U2 - 10.1145/1178477.1178534

DO - 10.1145/1178477.1178534

M3 - Conference contribution/Paper

SN - 1-59593-110-4

SP - 310

EP - 313

BT - ACE '05 Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology

PB - ACM

CY - New York

ER -