Multicast routing in internetworks and extended LANs
SIGCOMM '88 Symposium proceedings on Communications architectures and protocols
Networked virtual environments
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
An end-to-end communication architecture for collaborative virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
An agent-based DDM for high level architecture
Proceedings of the fifteenth workshop on Parallel and distributed simulation
Reliable Multicast Network Transport for Distributed Virtual Simulation
DIS-RT '99 Proceedings of the 3rd International Workshop on Distributed Interactive Simulation and Real-Time Applications
Effects of Network Characteristics on Human Performance in a Collaborative Virtual Environment
VR '99 Proceedings of the IEEE Virtual Reality
A geographic redirection service for on-line games
MULTIMEDIA '03 Proceedings of the eleventh ACM international conference on Multimedia
VELVET: an adaptive hybrid architecture for very large virtual environments
Presence: Teleoperators and Virtual Environments
Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A sort-based DDM matching algorithm for HLA
ACM Transactions on Modeling and Computer Simulation (TOMACS)
A Novel Approach to Real-Time RTI Based Distributed Simulation System
ANSS '05 Proceedings of the 38th annual Symposium on Simulation
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Practical Middleware for Massively Multiplayer Online Games
IEEE Internet Computing
Scalable interest management for multidimensional routing space
Proceedings of the ACM symposium on Virtual reality software and technology
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
AoIM in peer-to-peer multiplayer online games
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
An Efficient Sort-Based DDM Matching Algorithm for HLA Applications with a Large Spatial Environment
Proceedings of the 21st International Workshop on Principles of Advanced and Distributed Simulation
A case for end system multicast
IEEE Journal on Selected Areas in Communications
A survey of proposals for an alternative group communication service
IEEE Network: The Magazine of Global Internetworking
DS-RT '09 Proceedings of the 2009 13th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications
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Massively multi-user simulations aim to support a large number of users while keeping the communication among the parties synchronous and highly interactive. In this paper, we present a collaborative virtual architecture that supports a large number of users by dividing the virtual environment into multiple adjacent hexagonal regions in order to manage the interest of the entities. A master node, called a hybrid node, constructs a Peer-to-Peer (P2P) overlay network to connect and manage nodes that lie in its region. Messaging is done at the application layer rather than the network layer, and a node-joining algorithm is proposed to reflect the underlying network physical topology onto the data distribution pathways among the end hosts to enhance the system performance. In addition, the introduction of a buffer zone between adjacent zones reduces the number of connections and disconnections that occur when a node frequently moves at the boundary of the two zones and provides more resilience to the system. We also attempt to shift the messaging among parties in one region from a zone-based method to a visibility-driven method to refine their interest by enabling message filtering. The effectiveness of this collaboration architecture is tested through a prototype implementation and a high level application.