RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
NetEffect: a network architecture for large-scale multi-user virtual worlds
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Parallel simulation: parallel and distributed simulation systems
Proceedings of the 33nd conference on Winter simulation
An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
A multi-server architecture for distributed virtual walkthrough
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
A performance study on multi-server DVE systems
Information Sciences—Informatics and Computer Science: An International Journal - Special issue: Introduction to multimedia and mobile agents
VELVET: an adaptive hybrid architecture for very large virtual environments
Presence: Teleoperators and Virtual Environments
Proceedings of the ACM symposium on Virtual reality software and technology
Dynamic microcell assignment for massively multiplayer online gaming
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
ICPPW '06 Proceedings of the 2006 International Conference Workshops on Parallel Processing
ATLAS: A Scalable Network Framework for Distributed Virtual Environments
Presence: Teleoperators and Virtual Environments
Optimistic load balancing in a distributed virtual environment
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
A Dynamic Area of Interest Management and Collaboration Model for P2P MMOGs
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
Matrix: adaptive middleware for distributed multiplayer games
Proceedings of the ACM/IFIP/USENIX 2005 International Conference on Middleware
Adaptive server selection for large scale interactive online games
Computer Networks: The International Journal of Computer and Telecommunications Networking
A dynamic hierarchical map partitioning for MMOG
ISPA'06 Proceedings of the 2006 international conference on Frontiers of High Performance Computing and Networking
Time management for virtual worlds based on constrained communication model
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
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Virtual Environments (VEs) have recently gained a lot of attention from the Computing, Graphics, Business and Social communities due to a remarkable increase in their popularity. These communities are working together to make these environments more sociable and interesting while introducing novel applications. A number of technical infrastructures are currently hosting these environments, however, Client Multi Server (CMS) infrastructures are considered best for their flexibility. Scalability and consistency are basic issues in developing large scale Distributed Virtual Environments (DVEs) that require special attention. The existing mechanisms have major performance issues, and therefore, more sophisticated infrastructures are required to deal with dynamic requirements of the applications. In this paper, we propose a novel Joint Hierarchical Nodes based User Management (JoHNUM) infrastructure for the development of scalable and consistent virtual worlds. It is compared with the game middleware, Matrix, for evaluation purposes that has demonstrated better performance over the existing static mechanisms. Simulation results show that JoHNUM achieves lower levels Resource Management Tree (RMT) and increases user interactive experience. Moreover, it uses fewer resources and minimizes communication overhead, almost the same as Matrix.