Simulated annealing: theory and applications
Simulated annealing: theory and applications
Time management in the DoD high level architecture
PADS '96 Proceedings of the tenth workshop on Parallel and distributed simulation
Data network design
Three-tiered interest management for large-scale virtual environments
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Practical genetic algorithms
Heuristic algorithms for multiconstrained quality-of-service routing
IEEE/ACM Transactions on Networking (TON)
Data Structures and Problem Solving with C++
Data Structures and Problem Solving with C++
Practical Planning for Network Growth
Practical Planning for Network Growth
Genetic Algorithms Plus Data Structures Equals Evolution Programs
Genetic Algorithms Plus Data Structures Equals Evolution Programs
Interconnection Networks: An Engineering Approach
Interconnection Networks: An Engineering Approach
An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
A multi-server architecture for distributed virtual walkthrough
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Building Multiuser Interactive Multimedia Environments at MERL
IEEE MultiMedia
A Taxonomy for Networked Virtual Environments
IEEE MultiMedia
mWorld: A Multiuser 3D Virtual Environment
IEEE Computer Graphics and Applications
Priority Scheduling for Networked Virtual Environments
IEEE Computer Graphics and Applications
A parallel implementation of ant colony optimization
Journal of Parallel and Distributed Computing - Problems in parallel and distributed computing: Solutions based on evolutionary paradigms
Handling heterogeneity in networked virtual environments
Presence: Teleoperators and Virtual Environments - special issue: IEEE virtual reality 2002 conference
The QUICK Framework for Task-Specific Asset Prioritization in Distributed Virtual Environments
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
Network Topologies for Scalable Multi-User Virtual Environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Environment for Performing Collaborative Distributed Virtual Environments with QoS
ICPADS '00 Proceedings of the Seventh International Conference on Parallel and Distributed Systems
An Evaluation of Grouping Techniques for State Dissemination in Networked Multi-User Games
MASCOTS '01 Proceedings of the Ninth International Symposium in Modeling, Analysis and Simulation of Computer and Telecommunication Systems
Networked games: a QoS-sensitive application for QoS-insensitive users?
RIPQoS '03 Proceedings of the ACM SIGCOMM workshop on Revisiting IP QoS: What have we learned, why do we care?
Time-space consistency in large-scale distributed virtual environments
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Partitioning crowded virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Proceedings of the ACM symposium on Virtual reality software and technology
Controlling Consistency within Collaborative Virtual Environments
DS-RT '04 Proceedings of the 8th IEEE International Symposium on Distributed Simulation and Real-Time Applications
A Method for Providing QoS in Distributed Virtual Environments
PDP '05 Proceedings of the 13th Euromicro Conference on Parallel, Distributed and Network-Based Processing
A Sexual Elitist Genetic Algorithm for Providing QoS in Distributed Virtual Environment Systems
IPDPS '05 Proceedings of the 19th IEEE International Parallel and Distributed Processing Symposium (IPDPS'05) - Workshop 6 - Volume 07
Improving the Performance of Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
Analysing movement and world transitions in virtual reality tele-conferencing
ECSCW'97 Proceedings of the fifth conference on European Conference on Computer-Supported Cooperative Work
Making Networked Virtual Environments Work
Presence: Teleoperators and Virtual Environments
A dynamical adjustment partitioning algorithm for distributed virtual environment systems
VRCAI '08 Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
A framework of evaluating partitioning mechanisms for agent-based simulation systems
SpringSim '09 Proceedings of the 2009 Spring Simulation Multiconference
Performance evaluation of a dynamic approach for networked servers distributed virtual environments
SpringSim '09 Proceedings of the 2009 Spring Simulation Multiconference
Dynamic adaptation of user migration policies in distributed virtual environments
Dynamic adaptation of user migration policies in distributed virtual environments
M-GRASP: a GRASP with memory for latency-aware partitioning methods in DVE systems
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
Consistency aware update schedule in multi-server Distributed Virtual Environments
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Ensuring the performance and scalability of peer-to-peer distributed virtual environments
Future Generation Computer Systems
Hack, slash, and chat: a study of players' behavior and communication in MMORPGs
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Why MMORPG players do what they do: relating motivations to action categories
International Journal of Advanced Media and Communication
A dynamic management scheme for DVEs
Journal of Network and Computer Applications
Multi-objective zone mapping in large-scale distributed virtual environments
Journal of Network and Computer Applications
DS-RT '11 Proceedings of the 2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications
Hybrid P2P schemes for remote terrain interactive visualization systems
Future Generation Computer Systems
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Distributed Virtual Environment systems allow multiple users, working on different client computers interconnected through different networks, to interact in a shared virtual world. In these systems, latency is crucial for providing an acceptable quality of service, since it determines how fast client computers are reported about changes in the shared virtual scene produced by other client computers.This paper presents, in a unified manner, a partitioning approach for providing a latency below a threshold to the maximum number of users as possible in Distributed Virtual Environment systems. This partitioning approach searches the assignment of avatars that represents the best trade-off among system latency, system throughput, and partitioning efficiency when solving the partitioning problem. Evaluation results show that the proposed approach not only maximizes system throughput, but it also allows the system to satisfy, if possible, any specific latency requirement needed for providing quality of service. This improvement is achieved without decreasing neither image resolution nor quality of animation, and it can be used together with other techniques already proposed. Therefore, it can contribute to provide quality of service in Distributed Virtual Environments.