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DICE: Internet delivery of immersive voice communication for crowded virtual spaces
This paper develops a scalable system design for the creation, and delivery over the
Internet, of a realistic voice communication service for crowded virtual spaces. Examples of …
Internet, of a realistic voice communication service for crowded virtual spaces. Examples of …
Exploring server-centric scalability for social vr
Social Virtual Reality (SVR) systems are growing in both popularity and breadth. New
systems are attempting to support a wider range of increasingly large social situations. A key …
systems are attempting to support a wider range of increasingly large social situations. A key …
[HTML][HTML] Towards a framework for designing speech-based player interaction in multiplayer online games
In this paper we consider the question of how best to design voice communication for use in
online multiplayer games. We propose a framework to helps shape both our understanding …
online multiplayer games. We propose a framework to helps shape both our understanding …
Latency-driven distribution: infrastructure needs of participatory entertainment applications
This article evaluates network and server infrastructure requirements to support real-time
flows associated with networked entertainment applications. These include the state …
flows associated with networked entertainment applications. These include the state …
Method and system for split client-server reverberation processing
In some embodiments, a method applying reverberation to audio from at least one client of a
set of clients which share a virtual environment, including by asserting position data and at …
set of clients which share a virtual environment, including by asserting position data and at …
Spatialized audio streaming for networked virtual environments
Networked virtual environments (NVE) are increasingly popular and represent a range of
applications. Some online virtual worlds have a dedicated purpose, such as Massively …
applications. Some online virtual worlds have a dedicated purpose, such as Massively …
[PDF][PDF] Proximity-based chat in a first person shooter: using a novel voice communication system for online play
Voice communication between players can have many benefits relative to text-based
communication for game play and social experience in fast-paced multiplayer online games …
communication for game play and social experience in fast-paced multiplayer online games …
Latency and scalability: a survey of issues and techniques for supporting networked games
The popularity of on-line games that emphasize real-time interactivity is on the rise. A survey
of issues and techniques for supporting on-line games is provided in this paper. Latency and …
of issues and techniques for supporting on-line games is provided in this paper. Latency and …
Peer-to-peer voice communication for massively multiplayer online games
We present an approach for integrating voice communication into massively multiplayer
online games (MMOG). The currently available third-party software solutions involve …
online games (MMOG). The currently available third-party software solutions involve …
Ravitas: Realistic voice chat framework for cooperative virtual spaces
In this paper, we propose RAVITAS, a framework for realistic voice chat among multiple
users in a virtual space reproducing the cocktail party effect. RAVITAS utilizes context-aware …
users in a virtual space reproducing the cocktail party effect. RAVITAS utilizes context-aware …