ACM Transactions on Modeling and Computer Simulation (TOMACS)
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Optimizing cell-size in grid-based DDM
PADS '00 Proceedings of the fourteenth workshop on Parallel and distributed simulation
OceanStore: an architecture for global-scale persistent storage
ASPLOS IX Proceedings of the ninth international conference on Architectural support for programming languages and operating systems
On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Exploiting Reality with Multicast Groups
IEEE Computer Graphics and Applications
Piazza: data management infrastructure for semantic web applications
WWW '03 Proceedings of the 12th international conference on World Wide Web
Implementation of a service platform for online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Accuracy in dead-reckoning based distributed multi-player games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Spatial queries in sensor networks
Proceedings of the 13th annual ACM international workshop on Geographic information systems
Cheat-proof playout for centralized and peer-to-peer gaming
IEEE/ACM Transactions on Networking (TON)
Interest Management in Large-Scale Virtual Environments
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
Analysis of Random Mobility Models with Partial Differential Equations
IEEE Transactions on Mobile Computing
A Comparison of Interest Manager Mechanisms for Agent-Based Simulations Using a Time Warp Executive
Proceedings of the 22nd Workshop on Principles of Advanced and Distributed Simulation
Quantitative assessment of an agent-based simulation on a time warp executive
Proceedings of the 40th Conference on Winter Simulation
Avatar mobility in user-created networked virtual worlds: measurements, analysis, and implications
Multimedia Tools and Applications
VON: a scalable peer-to-peer network for virtual environments
IEEE Network: The Magazine of Global Internetworking
Enhancement of Collaborative Interest Management Mechanism for P2P Networked Virtual Environment
PADS '12 Proceedings of the 2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation
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Interest Management (IM) aims at eliminating irrelevant state updates transmitted in Networked Virtual Environment (NVE). The traditional IM mechanisms can be classified into area-based and cell-based mechanisms. Hybrid IM mechanism was proposed recently to reduce the communication overhead by utilizing the cell-based mechanism to reduce Area-Of-Interest (AOI) updates in the area-based mechanism. Compared to the traditional mechanisms, the hybrid mechanism reduces the upload bandwidth consumption at each player site and thus allows more players to join the virtual environment with today's network capacity. However, it requires each player maintains some global information about all other players. Updating the global information undoubtedly involves communication overhead. This paper proposes a collaborative IM mechanism for peer-to-peer NVEs, which works only relying on each joining player's local knowledge rather than globally available information so as to further reduce the communication cost of IM mechanisms. The performance of our collaborative IM mechanism is evaluated by simulating multiplayer game scenarios and the results are compared with the hybrid IM mechanism as well as the well-established peer-to-peer NVE neighbor discovery mechanism VON.