Main Research Projects



Project Name: PRIORITY ROUND-ROBIN SCHEDULING
Keywords: Distributed virtual environments, networked online games, resource bottlenecks, network bandwidth, scheduling, output sensitive, priorities, graceful degradation.
Description: The Priority Round-Robin algorithm is an scheduling technique that can enforce priorities while still retaining an output sensitive behaviour. It is thus able to overcome the problem of resource bottlenecks (such as network bandwidth limiations) in distributed virtual environments and networked games. PRR e.g. allows the server to manage the transmission of update messages for each client with a constant overhead, reducing overall computational cost to a linear effort. It can include visibility information in the determinition of the message priorities, and is able to achieve a graceful degradation of the system's performance, even if the behavior of objects is unpredictable.

This topic was the main focus of my PhD thesis, which also includes a comprensive evaluation. Related publications are the CG&A paper (pdf, doc), the DIS-RT 2000 paper (pdf, doc) and the VR 2000 paper (pdf, doc).




Project name: COLLABORATIVE ANIMATION OVER THE NETWORK
Keywords: Collaborative animation, concurrent animation, virtual environments, distributed database, client-server, geometry server, integration, incompatible clients
Description: This project presents an approach, based on a client-server architecture and employing a VRML-based language as common interchange format, that allows inhomogeneous animation systems to be easily incorporated into a collaborative animation. This does not only allow different practitioners to share their know-how within a common animation, without requiring the huge amount of work necessary to port their application to a common platform; it also makes it often possible to combine the capabilities of different animation systems into a single complex animation.

Related publications are the VR 2001 paper (pdf, doc) and the CA'99 paper (pdf).



Project name: MAPPER - COMPUTER ASSISTED SELECTION OF INPUT DEVICES
Keywords: Input devices, device independent, human-computer interaction, interaction metaphors, navigation, computer-assisted selection, virtual environments
Description: The "Mapper" provides an interface between input devices and application, that has the task to automatically assign devices to application data, hence selecting the input devices most suited for the task at runtime. The selection is based on world knowledge, and can be influenced by the user via editable preference lists. Besides interaction, the Mapper also provides comprehensive support for avatar control and navigation metaphors in virtual environments.

This was the main topic of my Master thesis; a more detailed description can also be found in the CG'98 paper (pdf).