NPSNET-V: A New Beginning for Dynamically Extensible Virtual Environments
IEEE Computer Graphics and Applications
A Multicast Network Architecture for Large Scale Collaborative Virtual Environments
ECMAST '97 Proceedings of the Second European Conference on Multimedia Applications, Services and Techniques
A multi-user framework supporting video-based avatars
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Using autonomous avatars to simulate a large-scale multi-user networked virtual environment
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Collaborative virtual environments: from birth to standardization
IEEE Communications Magazine
Dynamic server allocation in a real-life deployable communications architecture for networked games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Multimedia Tools and Applications
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The explosive growth of the number of applications based on networked virtual environment technology, both games and virtual communities, shows that these types of applications have become commonplace in a short period of time. However, from a research point of view, the inherent weaknesses in their architectures are quickly exposed. The Architecture for Large-Scale Virtual Interactive Communities (ALVICs) was originally developed to serve as a generic framework to deploy networked virtual environment applications on the Internet. While it has been shown to effectively scale to the numbers originally put forward, our findings have shown that, on a real-life network, such as the Internet, several drawbacks will not be overcome in the near future. It is, therefore, that we have recently started with the development of ALVIC-NG, which, while incorporating the findings from our previous research, makes several improvements on the original version, making it suitable for deployment on the Internet as it exists today.