Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
The effects of latency on online madden NFL football
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Game traffic analysis: an MMORPG perspective
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
A synthetic traffic model for Quake3
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Traffic characteristics of a massively multi-player online role playing game
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Latency and player actions in online games
Communications of the ACM - Entertainment networking
The effect of latency on user performance in real-time strategy games
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
CoNEXT '08 Proceedings of the 2008 ACM CoNEXT Conference
Virtual worlds, real traffic: interaction and adaptation
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
Second life in-world action traffic modeling
Proceedings of the 20th international workshop on Network and operating systems support for digital audio and video
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Distributed avatar management for Second Life
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Network traces of virtual worlds: measurements and applications
MMSys '11 Proceedings of the second annual ACM conference on Multimedia systems
IEEE/ACM Transactions on Networking (TON)
An analysis of social gaming networks in online and face to face bridge communities
Proceedings of the third international workshop on Large-scale system and application performance
Review: Packet-level traffic analysis of online games from the genre characteristics perspective
Journal of Network and Computer Applications
Effects of context-sensitive delays on group dynamics in 3D virtual worlds
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work Companion
Traffic modeling of player action categories in a MMORPG
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Characterizing virtual populations in massively multiplayer online role-playing games
MMM'10 Proceedings of the 16th international conference on Advances in Multimedia Modeling
Methods and network architecture for modifying extensible virtual environment to support mobility
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Region- and action-aware virtual world clients
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Thin to win?: network performance analysis of the OnLive thin client game system
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Matchmaking in multi-player on-line games: studying user traces to improve the user experience
Proceedings of Network and Operating System Support on Digital Audio and Video Workshop
Characterization of Human Mobility in Networked Virtual Environments
Proceedings of Network and Operating System Support on Digital Audio and Video Workshop
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New forms for interaction in virtual worlds, such as Second Life, bring dynamic network traffic because the number of online users can vary greatly from region to region and users can add their own content, such as dynamic objects and custom artwork. While there have been numerous studies on network traffic for multimedia applications and even online games, there has been little effort in understanding the traffic profile for virtual worlds. Earlier work suggests bandwidth used by Second Life varies with the avatar actions and amount of streaming content. Our paper complements this work, first by confirming some earlier results, then by strengthening the network analysis by extending the set of avatar actions studied and by varying the number of objects and avatars interacted with in the virtual world. Our results show that the population and number of objects near an avatar in the virtual world have a dramatic effect on the network characteristics, with dense, crowded areas demanding far more bandwidth than sparse, deserted areas. Similarly, avatar actions that require fast motion, such as walking and flying, use more bandwidth than standing, especially when the former is in a dense area and the latter is in a sparse area. The analysis in this paper can help network planning for access links and core networks as well as provide a base for building synthetic models for simulation.