Multicast routing in internetworks and extended LANs
SIGCOMM '88 Symposium proceedings on Communications architectures and protocols
ATLAS: a scalable network framework for distributed virtual environments
Proceedings of the 4th international conference on Collaborative virtual environments
Scalable application layer multicast
Proceedings of the 2002 conference on Applications, technologies, architectures, and protocols for computer communications
Handling heterogeneity in networked virtual environments
Presence: Teleoperators and Virtual Environments - special issue: IEEE virtual reality 2002 conference
Effects of Network Characteristics on Human Performance in a Collaborative Virtual Environment
VR '99 Proceedings of the IEEE Virtual Reality
Mobile Agent-Based Architecture for Large-Scale CVE
CW '03 Proceedings of the 2003 International Conference on Cyberworlds
A Novel Approach for Addressing Extensibility Issue in Collaborative Virtual Environment
CW '03 Proceedings of the 2003 International Conference on Cyberworlds
SCORE: a scalable communication protocol for large-scale virtual environments
IEEE/ACM Transactions on Networking (TON)
Supporting Scalable Peer to Peer Virtual Environments Using Frontier Sets
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Practical Middleware for Massively Multiplayer Online Games
IEEE Internet Computing
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Improving gaming experience in zonal MMOGs
Proceedings of the 15th international conference on Multimedia
A zone based architecture for massively multi-user simulations
SpringSim '07 Proceedings of the 2007 spring simulaiton multiconference - Volume 1
A Survey of Application-Layer Multicast Protocols
IEEE Communications Surveys & Tutorials
VON: a scalable peer-to-peer network for virtual environments
IEEE Network: The Magazine of Global Internetworking
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State management is a fundamental requirement of multi-user applications like distributed simulations or net- worked games. The quality of the experience of such applications heavily depends on synchronous communication. The movement of an entity from one logical zone into another initiates reorganization of the peer-to-peer structure and eventually ruins synchronous interactions. The frequent nature of such event in the distributed simulations has significant impact on the performance and cannot be ignored. In this paper, we present a performance enhancement mech- anism considering the physical attributes of the entities. We demonstrate that clustering the entities based on their physical characteristics or behavior significantly reduces peer-to-peer structural reformation penalties. The effectiveness of such clustering mechanism is simulated and analyzed in the context MMOG.