Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Incremental Construction of Delaunay Overlaid Network for Virtual Collaborative Space
C5 '05 Proceedings of the Third International Conference on Creating, Connecting and Collaborating through Computing
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
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
Second life: a social network of humans and bots
Proceedings of the 20th international workshop on Network and operating systems support for digital audio and video
Distributed avatar management for Second Life
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
VON: a scalable peer-to-peer network for virtual environments
IEEE Network: The Magazine of Global Internetworking
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
Modeling Avatar Mobility of Networked Virtual Environments
Proceedings of International Workshop on Massively Multiuser Virtual Environments
Characterization of Human Mobility in Networked Virtual Environments
Proceedings of Network and Operating System Support on Digital Audio and Video Workshop
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Social virtual worlds such as Second Life (SL) are digital representations of the real world where human-controlled avatars evolve and interact through social activities. Understanding the characteristics of virtual worlds can be extremely valuable in order to optimize their design. In this paper, we perform an extensive analysis of SL. We exploit standard avatar capabilities to monitor the virtual world, and we emulate avatar behaviors in order to evaluate user experience. We make several surprising observations. We find that 30% of the regions are never visited during the six-day monitoring period, whereas less than 1% of the regions have large peak populations. Moreover, the vast majority of regions are static, i.e., objects are seldom created or destroyed. Interestingly, we show that avatars interact similarly to humans in real life, gathering in small groups of 2-10 avatars. We also show that user experience is poor. Most of the time, avatars have an incorrect view of their neighbor avatars, and inconsistency can last several seconds, impacting interactivity among avatars.