Congestion avoidance and control
SIGCOMM '88 Symposium proceedings on Communications architectures and protocols
A binary feedback scheme for congestion avoidance in computer networks
ACM Transactions on Computer Systems (TOCS)
Efficient use of workstations for passive monitoring of local area networks
SIGCOMM '90 Proceedings of the ACM symposium on Communications architectures & protocols
The macroscopic behavior of the TCP congestion avoidance algorithm
ACM SIGCOMM Computer Communication Review
Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
Modeling TCP Throughpu: A simple model and its empirical validation
Modeling TCP Throughpu: A simple model and its empirical validation
Networked games: a QoS-sensitive application for QoS-insensitive users?
RIPQoS '03 Proceedings of the ACM SIGCOMM workshop on Revisiting IP QoS: What have we learned, why do we care?
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
What online gamers really think of the Internet?
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
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 traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON)
How sensitive are online gamers to network quality?
Communications of the ACM - Entertainment networking
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Characterizing user mobility in second life
Proceedings of the first workshop on Online social networks
Textures in Second Life: Measurement and Analysis
ICPADS '08 Proceedings of the 2008 14th IEEE International Conference on Parallel and Distributed Systems
Traffic analysis of avatars in Second Life
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
CoNEXT '08 Proceedings of the 2008 ACM CoNEXT Conference
802.11 wireless experiments in a virtual world
ITiCSE '09 Proceedings of the 14th annual ACM SIGCSE conference on Innovation and technology in computer science education
The effect of latency on user performance in Real-Time Strategy games
Computer Networks: The International Journal of Computer and Telecommunications Networking
That avatar is looking at me! social inhibition in virtual worlds
IVA'10 Proceedings of the 10th international conference on Intelligent virtual agents
Network traces of virtual worlds: measurements and applications
MMSys '11 Proceedings of the second annual ACM conference on Multimedia systems
Peer-assisted texture streaming in metaverses
MM '11 Proceedings of the 19th ACM international conference on Multimedia
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Metaverses such as Second Life (SL) are a relatively new type of Internet application. Their functionality is similar to online 3D games but differs in that users are able to construct the environment their avatars inhabit and are not constrained by predefined goals. From the network perspective metaverses are similar to games in that timeliness is important but differ in that their traffic is much less regular and requires more bandwidth This paper contributes to our understanding of metaverse traffic by validating previous studies and offering new insights. In particular we analyse the relationships between application functionality, SL's traffic control system and the wider network environment. Two sets of studies have been carried out: one of the traffic generated by a hands-on workshop which used SL; and a follow up set of controlled experiments to clarify some of the findings from the first study. The interplay between network latency, SL's traffic throttle settings, avatar density, and the errors in the client's estimation of avatar positions are demonstrated. These insights are of particular interest to those designing traffic management schemes for metaverses and help explain some of the oddities in the current user experience.