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
Immersive Telecommunication Using Stereo Video Avatar
VR '01 Proceedings of the Virtual Reality 2001 Conference (VR'01)
A multi-user framework supporting video-based avatars
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Proceedings of 3rd ACM SIGCOMM 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
DICE: Internet Delivery of Immersive Voice Communication for Crowded Virtual Spaces
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Load balancing for massively multiplayer online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A distributed architecture for MMORPG
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Authority assignment in distributed multi-player proxy-based games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
ALVIC versus the internet: redesigning a networked virtual environment architecture
International Journal of Computer Games Technology - Networking for Computer Games
QuP: Graceful Degradation in State Propagation for DVEs
Proceedings of International Workshop on Massively Multiuser Virtual Environments
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ALVIC-NG is an architecture for networked games based on the classic client/server paradigm. While peer-to-peer and hybrid systems have been extensively researched, the client/server approach provides many advantages that are beneficial or even required from a content, application and service provider's point-of-view. ALVIC-NG consists of an extendable framework which allows for dynamic allocation of server capacity, combined with facilities for player activity management and moderation. This is achieved by introducing an intermediate layer of proxy servers in the architecture to intelligently channel the messages flow. Additionally, ALVIC-NG provides a means for immersive communication by enabling real-time voice chat between participants through an off-the-shelf conferencing system that is closely coupled to the state management facilities and spatial subdivision scheme. Besides a theoretical discussion, we also provide insight into the design of the simulation setup through which we are able to provide actual figures that demonstrate the viability of the proposed solution.