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Latency (engineering)

About: Latency (engineering) is a research topic. Over the lifetime, 3729 publications have been published within this topic receiving 39210 citations. The topic is also known as: lag.


Papers
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Patent
03 Nov 2015
TL;DR: In this paper, the authors describe various aspects related to receiving a first communication over a first set of resources based on a first transmission time interval (TTI), where the second TTI is smaller than the first TTI.
Abstract: Various aspects described herein relate to receiving a first communication over a first set of resources based on a first transmission time interval (TTI), receiving a second communication over a second set of resources based on a second TTI, where the second TTI is smaller than the first TTI, and where the second set of resources overlap the first set of resources defining a common set of resources, and determining whether to prioritize decoding of the first communication over the second communication.

25 citations

Journal ArticleDOI
02 Mar 2021
TL;DR: In this paper, the promise of low latency communication, enhanced security, and efficieness in the Internet of Things (IoT) is discussed. But, the authors do not consider the impact of environmental monitoring and data collection.
Abstract: The internet of things (IoT) is permeating our daily lives through continuous environmental monitoring and data collection. The promise of low latency communication, enhanced security, and efficien...

25 citations

Proceedings ArticleDOI
20 May 2018
TL;DR: A novel hybrid scheme based on C-V2X and IEEE 802.11p communications, where the D2D links are controlled by the cellular eNodeB in the overlay scheme, which significantly outperforms in terms of latency, packet delivery ratio and throughput.
Abstract: In this paper, a novel hybrid scheme based on C-V2X technology is proposed to improve the latency and reliability performance of vehicular networks The basic idea is that direct D2D communications based on cellular technology between vehicles remove the contention latency and can support longer distance Specifically, we design a hybrid scheme based on C-V2X and IEEE 80211p communications, where the D2D links are controlled by the cellular eNodeB in the overlay scheme Each vehicle periodically checks its packet lifetime and requests the cellular eNodeB to establish D2D links The optimal resource allocation problem at the cellular eNodeB is to choose optimal receiver vehicles to determine D2D links and allocate suitable channels to minimize the total latency To calculate the weights, an analytical approach is developed to model the expected latency and packet delivery ratio Moreover, a greedy cellular based D2D link selection algorithm is proposed to solve this problem Our simulation results show that the proposed scheme significantly outperforms in terms of latency, packet delivery ratio and throughput

25 citations

Proceedings ArticleDOI
23 Nov 2009
TL;DR: This work proposes to use peer-to-peer techniques to distribute theMMOG server functionality and place it at the cloud server centers to reduce the additional delay introduced by running the MMOG clients in the cloud.
Abstract: Cloud gaming has recently been proposed as an alternative to traditional video game distribution. With this approach, the entire game is stored, run and rendered on a remote server. Player input is forwarded to the server via the Internet and the game's output is returned as a video stream. This adds network delay, which can negatively impact the gameplay. The delay is acceptable as long as the user is located geographically close to the cloud servers. However, for Massively Multiplayer Online Games (MMOGs), this delay is added on top of the existing delay between MMOG client and server. As MMOGs are highly delay-sensitive, this can significantly degrade their playability. To deal with this issue, we propose to use peer-to-peer techniques to distribute the MMOG server functionality and place it at the cloud server centers. This allows us to reduce the additional delay introduced by running the MMOG clients in the cloud.

25 citations

Journal ArticleDOI
TL;DR: This study designs an apparatus with a latency lower than typical interactive systems, using it to perform interaction tasks based on Fitts's law and the Steering law, and proposes a three stage characterisation of pointing movements with each stage affected independently by latency.
Abstract: Latency is detrimental to interactive systems, especially pseudo-physical systems that emulate real-world behaviour. It prevents users from making quick corrections to their movement, and causes their experience to deviate from their expectations. Latency is a result of the processing and transport delays inherent in current computer systems. As such, while a number of studies have hypothesized that any latency will have a degrading effect, few have been able to test this for latencies less than $\scriptstyle \sim$ 50 ms. In this study we investigate the effects of latency on pointing and steering tasks. We design an apparatus with a latency lower than typical interactive systems, using it to perform interaction tasks based on Fitts's law and the Steering law. We find evidence that latency begins to affect performance at $\scriptstyle \sim$ 16 ms, and that the effect is non-linear. Further, we find latency does not affect the various components of an aiming motion equally. We propose a three stage characterisation of pointing movements with each stage affected independently by latency. We suggest that understanding how users execute movement is essential for studying latency at low levels, as high level metrics such as total movement time may be misleading.

25 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
202210
2021692
2020481
2019389
2018366
2017227