Realistic broadcast protocol handler

An abstract of at least one reference signal is generated and stored in a reference database.

Realistic broadcast protocol handler

What is claimed is: A method for distributing data for a multi-user application comprising the steps of: The method of claim 1 wherein step d further comprises the step of accumulating related data in a group and forwarding said group of related data to said digital broadcast source.

The method of claim 1 wherein step e further comprises the steps of: The method of claim 1 wherein said multi-user application is a shared virtual world comprising a representation of a three-dimensional environment and a respective graphical representation for each client system.

Bloody Disgusting!

The method of claim 1 wherein said digital broadcast source is a digital television DTV broadcast. The method of claim 1 wherein said digital broadcast source, said first and second server Realistic broadcast protocol handler and said first, second and third client systems are compliant with Internet Protocol and said digital broadcast source is communicatively coupled to said server systems using said Internet Protocol.

The method of claim 1 wherein said digital broadcast source is communicatively coupled to said first and second server systems and to said first, second and third client systems using a digital television broadcast. A broadcast system architecture for a multi-user application comprising: The broadcast system architecture of claim 8 wherein said first server system is also for accumulating related data in a group and forwarding said group of related data to said digital broadcast source.

The broadcast system architecture of claim 8 wherein said digital broadcast source broadcasts said data through a channel and said first group, said second group and said third group of client systems access said channel to receive said data.

The broadcast system architecture Realistic broadcast protocol handler claim 8 wherein said multi-user application is a shared virtual world comprising a representation of a three-dimensional environment and a respective graphical representation for each client system.

The broadcast system architecture of claim 8 wherein said broadcast source is a digital television DTV broadcast. The broadcast system architecture of claim 8 wherein said client systems, said server systems and said digital broadcast source are compliant with Internet Protocol and said digital broadcast source is communicatively coupled to said server systems using said Internet Protocol.

The broadcast system architecture of claim 8 wherein said digital broadcast source is communicatively coupled to said first and second server systems and to said first group, said second group and said third group of client systems using a digital television broadcast.

A broadcast system architecture for distributing data between users of a multi-user application comprising: The broadcast system architecture of claim 16 wherein said server means accumulates related data in a group and forwards said group of related data to said digital broadcast means.

The broadcast system architecture of claim 16 wherein said multi-user application is a shared virtual world comprising a representation of a three-dimensional environment and a respective graphical representation for said client means. The broadcast system architecture of claim 16 wherein said digital broadcast means is a digital television DTV broadcast.

The broadcast system architecture of claim 16 wherein said digital broadcast means broadcasts said data through a channel and wherein said client means accesses said channel to receive said data.

The broadcast system architecture of claim 16 wherein said client means, said server means and said digital broadcast means are compliant with Internet Protocol and wherein said digital broadcast means is communicatively coupled to said server means using said Internet Protocol.

In particular, the present invention pertains to the field of shared virtual worlds which includes an architecture that utilizes digital television broadcast to distribute information that enables large multi-user applications.

Realistic broadcast protocol handler

In addition, computer systems are now capable of rendering and displaying more complex and realistic images to the user. The capability to perform many operations quickly and to display realistic graphics is manifested in the creation of computer-implemented virtual worlds that provide to the user the appearance of a three-dimensional graphical environment and allow the user to interact with and change that graphical environment.

The use of virtual worlds has many applications; one of the most popular and familiar is computer gaming. The user is in effect immersed in the computer-implemented virtual world, perhaps by assuming the role of a character in the virtual world.

The program application is loaded onto the user's computer system as software and as it is executed it presents to the user images of the virtual world from the perspective of the user's character.

The user moves through the virtual world, typically effecting changes to it and reacting to scenarios created by the program application, and the program application in turn reacts to the user by introducing different scenarios and modifying the virtual world to reflect the changes effected by the user.

Computer systems connected in networks, most notably the World Wide Web, e. In one of the simplest examples, a playing field is created using a program application which is implemented as software on each user's computer system. Each user is represented as a character in the shared virtual world, and is able to interact with other users via their characters as well as manipulate objects in the shared virtual world.

The network is used for communicating the actions of each user to the other users, and the program application coordinates and integrates these actions into the shared virtual world and displays the results to all of the users. Thus, each user functions independently, and the program application incorporates their actions into the shared virtual world and propagates relevant information as data to the other users, so that each user sees the same things happening at the same times, albeit from their own perspective.

The key, then, to making a shared virtual world function properly when more than one user is involved is to maintain the consistency of the shared virtual world among all of the users; in particular consistency should be maintained among those users who are simultaneously interacting with and viewing the same portion of the shared virtual world.

Some shared virtual world environments are expected to have the capability to accommodate a very large number of users. For example, some recent multi-user virtual world applications offer a playing field of 50 virtual square-kilometers, which is sufficient for hundreds of thousands and perhaps even millions of users.

Although these massively multi-user virtual worlds are currently primarily directed to gaming, there may be other applications requiring interactions between a large number of users sharing a proportionately large virtual world.

It follows that a large shared virtual world with a substantial number of users requires the exchange of a significant amount of data, and that this exchange needs to occur quickly in order to maintain the consistency of the virtual world among all the users.Jul 26,  · java mini project titles java network based projects 1.

remote approach for effective task execution and data accessing tool realistic broadcast protocol handler for group communication 5. multicast live video broadcasting using real time transmission protocol 6. adaptive security and authentication for dns system 7. evaluating. A realistic model of DDoS simulation and experimentation has been proposed a formalized and scalable taxonomy in [6].

In [7] Agent-Handler Model: This typical model consists of attacker, handler, agent, and target network. The the broadcast address on the reflector network, soliciting a response from every host on the LAN [30, 31]. Realistic Broadcast Protocol Handler Essay “Realistic Broadcast Protocol Handler (RBPH) is a reliable multicast transport protocol mainly aimed for applications that require ordered, duplicate-free, multicast data delivery from multiple sources to multiple receivers.

JaySenSharma August 3rd, on pm. Hi Venu, In MSI mode the NodeManager is responsible for getting the correct “benjaminpohle.com” file from the AdminServer. If the AdminServer is not running then the NodeManager will start the ManagedServers using “benjaminpohle.com” file.“benjaminpohle.com” is a configuration file which has the Last running configuration file of the Domain.

The regulations in this part are promulgated by the Nuclear Regulatory Commission pursuant to the Atomic Energy Act of , as amended (68 Stat. ), and Title II of the Energy Reorganization Act of (88 Stat.

), to provide for the licensing of production and utilization facilities. Reliable Broadcast Protocols JO-MEI CHANG and N.

Realistic broadcast protocol handler

F. MAXEMCHUK AT&T Bell Laboratories A reliable broadcast protocol for an unreliable broadcast network is described. The protocol operates between the application programs and the broadcast network. It isolates the application programs.

Registering Protocol Handlers to Intercept Special Links by Matt West