Michael R. Macedonia
Naval Postgraduate School
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Featured researches published by Michael R. Macedonia.
Presence: Teleoperators & Virtual Environments | 1994
Michael R. Macedonia; Michael Zyda; David R. Pratt; Paul T. Barham; Steven Zeswitz
This paper explores the issues involved in designing and developing network software architectures for large-scale virtual environments. We present our ideas in the context of NPSNET-IV, the first 3-D virtual environment that incorporates both the IEEE 1278 distributed interactive simulation (DIS) application protocol and the IP multicast network protocol for multiplayer simulation over the Internet.
IEEE Computer | 1994
Michael R. Macedonia; Don Brutzman
Researchers have produced the Multicast Backbone (MBone), which provides audio and video connectivity from outer space to under water/spl minus/and virtually everyplace in between. MBone is a virtual network that has been in existence since early 1992. It originated from an effort to multicast audio and video from meetings of the Internet Engineering Task Force. Today. hundreds of researchers use MBone to develop protocols and applications for group communication. Multicast provides one-to-many and many-to-many network delivery services for applications such as videoconferencing and audio where several hosts need to communicate simultaneously. This article describes the network concepts underlying MBone, the importance of bandwidth considerations, various application tools, MBone events, interesting MBone uses, and provides guidance on how to connect your Internet site to the MBone.<<ETX>>
IEEE MultiMedia | 1997
Michael R. Macedonia; Michael Zyda
We discuss virtual environments in the context of how to distribute network communications, views, data, and processes while emphasizing those aspects critical to scaling environments. Systems that demand strong data consistency, causality, and reliable communications while supporting real-time interaction are not likely to scale very well. Furthermore, geographically dispersed systems require high-speed, multicast communication.
interactive 3d graphics and games | 1995
Michael R. Macedonia; Don Brutzman; Michael Zyda; David R. Pratt; Paul T. Barham; John S. Falby; John Locke
in the Proceedings of the 1995 Symposium on Interactive 3D Graphics, 9 - 12 April 1995, Monterey, California.
workshops on enabling technologies infrastracture for collaborative enterprises | 1997
Don Brutzman; Michael Zyda; Kent Watsen; Michael R. Macedonia
The capabilities of the Virtual Reality Modeling Language (VRML) permit building large-scale virtual environments (LSVEs) using the Internet and the World Wide Web. However, the underlying network support provided by the hypertext transfer protocol (http) is insufficient for LSVEs. Additional capabilities for lightweight peer-to-peer communications and network monitoring need to be combined with the client-server capabilities of http. To accomplish this task, we present a detailed design rationale for the virtual reality transfer protocol (VRTP). VRTP is designed to support VRML in the same manner as http was designed to support HTML. Since VRTP must be highly optimized on individual desktops and across the Internet, a Cyberspace Backbone (CBone) is also needed for VRTP development and testing. VRTP appears to be a necessary next step in the deployment of all-encompassing interactive internetworked 3D worlds.
virtual reality modeling language symposium | 1995
Don Brutzman; Michael R. Macedonia; Michael Zyda
in White Papers - The Unpredictable Certainty, National Academy Press, pp. 110-122, 1997. Also in the Proceedings of the Virtual Reality Modeling Language (VRML) Symposium, San Diego Supercomputer Center (SDSC), San Diego, CA, December 13-15, 1995.
IEEE Computer | 2000
Michael R. Macedonia
Will the MP3 format and Napsters distributed file sharing bankrupt music publishers or help them reach even more consumers? Given technologys relentless pace, a Palm X or Nokia 3G phone may become the ultimate MP3 platform of choice. The author is putting his money on a closed, Web-based system, however. Regardless, with AOL/Time Warner - the worlds largest media/Internet/cable/browser/e-mail company - in this race, we should be guaranteed an exciting ride.
IEEE Computer Graphics and Applications | 1997
Michael R. Macedonia; Stefan Noll
Distributed 3D virtual environments can help researchers conduct experiments globally with remotely located participants. We discuss challenges and opportunities for the shared work environment. Our world is entering an age where our current understanding of telecommunications and graphics computing is constantly challenged. With the availability of global information highways, 3D graphical intercontinental collaboration will become a part of our daily work routine. Already, world class auto makers are attempting to reduce car development time to two-year cycles, enlisting global engineering teams. However, this process requires new tools such as shared 3D CAD and distributed product data management systems. The Fraunhofer Center for Research in Computer Graphics (CRCG) in the United States and the Fraunhofer Institute for Computer Graphics (IGD) in Germany, are looking ahead into this new age by establishing a transcontinental computer graphics research effort and a proposed G-7 testbed. We are studying how 3D computer graphics and virtual environments can aid global collaborative work. We have focused our research efforts on determining how computer networks can transform the distributed workplace into a shared environment, allowing real time interaction among people and processes without regard to their location.
IEEE Computer | 2002
James Korris; Michael R. Macedonia
Digital cinema enhances film image quality significantly, but high costs could delay its adoption. Hollywood has begun a major technological transformation, retooling its production and distribution business to exploit computing, broadband networks, and digital displays. Inevitably, digital cinema will reshape the entertainment business and may further blur the lines between the theatrical and home entertainment markets. Indeed, many of the components necessary for digital cinemas emergence have already been tested and proven in film production and post production. However, Installing a digital cinema projection system in a theater (cinema) runs about
IEEE Computer | 1997
Theresa-Marie Rhyne; Don Brutzman; Michael R. Macedonia
150000 (USD). Thats a lot of money for an industry accustomed to spending no more than