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 Addison Chan

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Average citations per article4.14
Citation Count29
Publication count7
Publication years2001-2008
Available for download2
Average downloads per article535.50
Downloads (cumulative)1,071
Downloads (12 Months)15
Downloads (6 Weeks)0
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November 2008 Motion in Games: First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008. Revised Papers
Publisher: Springer-Verlag
Citation Count: 0

In a multiplayer online game, multiple players located at different geographical locations may participate and interact with each other within a shared game scene through the Internet. Unfortunately, online games generally suffer from the network latency problem, in particular when the players need to interact with each other. We have ...
Keywords: Motion prediction, geometry streaming, online gaming

January 2008 IEEE Transactions on Visualization and Computer Graphics: Volume 14 Issue 1, January 2008
Publisher: IEEE Educational Activities Department
Citation Count: 1

We use our hands to manipulate objects in our daily life. The hand is capable of accomplishing diverse tasks such as pointing, gripping, twisting and tearing. However, there is not much work that considers using the hand as input in distributed virtual environments (DVEs), in particular over the Internet. The ...
Keywords: Motion Prediction, hand motion prediction, hand interaction, network latency, network latency, Motion Prediction, hand interaction, hand motion prediction

March 2006 VR '06: Proceedings of the IEEE conference on Virtual Reality
Publisher: IEEE Computer Society
Citation Count: 0

A collaborative design environment (CDE) is a shared environment over some communication networks. It allows remote users to interact with each other to perform some design tasks. To support collaborative design, the human hand is a very natural and convenient tool as it is capable of accomplishing diverse tasks such ...
Keywords: motion prediction, gesture-based application, network latency

4 published by ACM
February 2005 ACM Transactions on Internet Technology (TOIT): Volume 5 Issue 1, February 2005
Publisher: ACM
Citation Count: 9
Downloads (6 Weeks): 0,   Downloads (12 Months): 7,   Downloads (Overall): 802

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A distributed virtual environment (DVE) allows geographically separated users to participate in a shared virtual environment via connected networks. However, when the users are connected by the Internet, bandwidth limitation and network latency may seriously affect the performance and the interactivity of the system. This explains why there are very ...
Keywords: caching and prefetching, distributed virtual environments, Mouse motion prediction, virtual navigation

5 published by ACM
November 2001 VRST '01: Proceedings of the ACM symposium on Virtual reality software and technology
Publisher: ACM
Citation Count: 11
Downloads (6 Weeks): 0,   Downloads (12 Months): 8,   Downloads (Overall): 269

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Although there are a few methods proposed for predicting 3D motion, most of these methods are primarily designed for predicting the motion of specific objects, by assuming certain object motion behaviors. We notice that in desktop distributed 3D applications, such as virtual walkthrough and computer games, the 2D mouse is ...
Keywords: 3D navigation, caching, distributed virtual environments, motion prediction, prefetching, virtual walkthrough

July 2001 CGI '01: Proceedings of the International Conference on Computer Graphics
Publisher: IEEE Computer Society
Citation Count: 1

Abstract: A distributed virtual reality system allows remote users to share and to view a common virtual environment via connected networks. However, network latency and bandwidth are often the most crucial performance bottlenecks. We have recently developed a distributed virtual walkthrough environment that supports on-demand model transmission over the Internet ...

July 2001 CGI '01: Computer Graphics International 2001
Publisher: IEEE Computer Society
Citation Count: 7

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