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
CoNEXT '08 Proceedings of the 2008 ACM CoNEXT Conference
Avatar mobility in user-created networked virtual worlds: measurements, analysis, and implications
Multimedia Tools and Applications
Virtual worlds, real traffic: interaction and adaptation
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
Second life in-world action traffic modeling
Proceedings of the 20th international workshop on Network and operating systems support for digital audio and video
Proceedings of the 3rd Multimedia Systems Conference
Region- and action-aware virtual world clients
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Hi-index | 0.00 |
Although network traces of virtual worlds are valuable to ISPs (Internet service providers), virtual world software developers, and research communities, they do not exist in the public domain. In this work, we implement a complete testbed to efficiently collect and analyze network traces from a popular virtual world: Second Life. We use the testbed to gather traces from 100 regions with diverse characteristics. The network traces represent more than 60 hours of virtual world traffic and the trace files are created in a well-structured and concise format. Our preliminary analysis on the collected traces is consistent with previous work in the literature. It also reveals some new insights: for example, local avatar/object density imposes clear implications on traffic patterns. The developed testbed and released trace files can be leveraged by research communities for various studies on virtual worlds. For example, accurate traffic models can be derived from our trace files, which in turn can guide developers for better virtual world designs