Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Creating computer simulation systems: an introduction to the high level architecture
Creating computer simulation systems: an introduction to the high level architecture
Interconnection Networks: An Engineering Approach
Interconnection Networks: An Engineering Approach
Battlezone: Official Strategy Guide
Battlezone: Official Strategy Guide
An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
An efficient synchronization mechanism for mirrored game architectures
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
A multi-server architecture for distributed virtual walkthrough
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
A Taxonomy for Networked Virtual Environments
IEEE MultiMedia
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
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?
Mercury: supporting scalable multi-attribute range queries
Proceedings of the 2004 conference on Applications, technologies, architectures, and protocols for computer communications
Massively Multiplayer Game Development 2 (Game Development)
Massively Multiplayer Game Development 2 (Game Development)
A RIO-like technique for interactivity loss-avoidance in fast-paced multiplayer online games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Improving the Performance of Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
ICPPW '06 Proceedings of the 2006 International Conference Workshops on Parallel Processing
A peer-to-peer architecture for massive multiplayer online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
NGS: an application layer network game simulator
Proceedings of the 3rd Australasian conference on Interactive entertainment
Analysing movement and world transitions in virtual reality tele-conferencing
ECSCW'97 Proceedings of the fifth conference on European Conference on Computer-Supported Cooperative Work
Components for Distributed Virtual Environments
Presence: Teleoperators and Virtual Environments
Making Networked Virtual Environments Work
Presence: Teleoperators and Virtual Environments
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
A Latency-Aware Partitioning Method for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
Using P2P, GRID and Agent technologies for the development of content distribution networks
Future Generation Computer Systems
QoS content management for P2P file-sharing applications
Future Generation Computer Systems
Hydra: a massively-multiplayer peer-to-peer architecture for the game developer
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Mediator: a design framework for P2P MMOGs
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
A Saturation Avoidance Technique for Peer-to-Peer Distributed Virtual Environments
CW '07 Proceedings of the 2007 International Conference on Cyberworlds
A comparative study of awareness methods for peer-to-peer distributed virtual environments
Computer Animation and Virtual Worlds
A P2P strategy for QoS discovery and SLA negotiation in Grid environment
Future Generation Computer Systems
Providing full awareness to distributed virtual environments based on peer-to-peer architectures
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
VON: a scalable peer-to-peer network for virtual environments
IEEE Network: The Magazine of Global Internetworking
RTSenv: an experimental environment for real-time strategy games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Hybrid P2P schemes for remote terrain interactive visualization systems
Future Generation Computer Systems
HybridNN: An accurate and scalable network location service based on the inframetric model
Future Generation Computer Systems
A distributed visualization system for crowd simulations
Integrated Computer-Aided Engineering
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Large scale distributed virtual environments (DVEs) have become a major trend in distributed applications. Peer-to-peer (P2P) architectures have been proposed as an efficient and truly scalable solution for these kinds of systems. However, in order to design efficient P2P DVEs these systems must be characterized, measuring the impact of different client behavior on system performance. This paper presents the experimental characterization of P2P DVEs. The results show that the saturation of a given client has an exclusive effect on the surrounding clients in the virtual world, having no noticeable effect at all on the rest of clients. Nevertheless, the interactions among clients that can take place in this types of systems can lead to the temporal saturation of an unbounded number of clients, thus limiting the performance of P2P DVEs. In this paper, we also discuss and propose a technique for avoiding the saturation of the client computers in P2P DVEs. The evaluation results show that the performance and the scalability of P2P DVEs are significantly improved. These results can be used as the basis for an efficient design of P2P DVEs.