Incremental Construction of Delaunay Overlaid Network for Virtual Collaborative Space
C5 '05 Proceedings of the Third International Conference on Creating, Connecting and Collaborating through Computing
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Characterizing user mobility in second life
Proceedings of the first workshop on Online social networks
Traffic analysis of avatars in Second Life
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
VON: a scalable peer-to-peer network for virtual environments
IEEE Network: The Magazine of Global Internetworking
Avatar mobility in user-created networked virtual worlds: measurements, analysis, and implications
Multimedia Tools and Applications
A walkable Kademlia network for virtual worlds
INFOCOM'09 Proceedings of the 28th IEEE international conference on Computer Communications Workshops
Virtual worlds, real traffic: interaction and adaptation
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
Second life: a social network of humans and bots
Proceedings of the 20th international workshop on Network and operating systems support for digital audio and video
Peoplerank: social opportunistic forwarding
INFOCOM'10 Proceedings of the 29th conference on Information communications
Linking behavior in a virtual world environment
Proceedings of the 15th International Conference on Web 3D Technology
Distributed avatar management for Second Life
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
A Walkable Kademlia network for virtual worlds
IPTPS'09 Proceedings of the 8th international conference on Peer-to-peer systems
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)
Game vendors' influence on the monetary value of virtual goods
Proceedings of the 2011 ACM Symposium on Applied Computing
Implementing human questioning strategies into quizzing-robot
HRI '12 Proceedings of the seventh annual ACM/IEEE international conference on Human-Robot Interaction
Interfacing a cognitive agent platform with second life
AEGS'11 Proceedings of the 2011 international conference on Agents for Educational Games and Simulations
Region- and action-aware virtual world clients
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Success factors of events in virtual worlds a case study in Second Life
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Supporting distributed search in virtual worlds
OCSC'13 Proceedings of the 5th international conference on Online Communities and Social Computing
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Social virtual worlds such as Second Life are digital representations of the real world where human-controlled avatars evolve and interact through social activities. Understanding the characteristics of existing virtual worlds can be extremely valuable to optimize their design. In this work we perform the first extensive analysis of Second Life. We have crawled around 13000 Regions over one month, and gathered information about objects, avatars, and server state. The analysis of our traces shows several surprising results. We find that 30% of the Regions are never visited during a six day period, whereas only few Regions have large peak populations. Moreover, the vast majority of Regions are static, i.e., objects are seldom created or destroyed. Interestingly, avatars interact similarly to humans in real life, gathering in small groups, visiting the same places and meeting the same avatars again, showing a highly predictable behavior. Based on these observations, we discuss several techniques to enhance Second Life or other similar social virtual worlds.