Time management in the DoD high level architecture
PADS '96 Proceedings of the tenth workshop on Parallel and distributed simulation
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Battlezone: Official Strategy Guide
Battlezone: Official Strategy Guide
An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
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
mWorld: A Multiuser 3D Virtual Environment
IEEE Computer Graphics and Applications
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
Time-space consistency in large-scale distributed virtual environments
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Scalable peer-to-peer networked virtual environment
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Controlling Consistency within Collaborative Virtual Environments
DS-RT '04 Proceedings of the 8th IEEE International Symposium on Distributed Simulation and Real-Time Applications
Massively Multiplayer Game Development 2 (Game Development)
Massively Multiplayer Game Development 2 (Game Development)
Improving the Performance of Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
Supporting Scalable Peer to Peer Virtual Environments Using Frontier Sets
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Components for Distributed Virtual Environments
Presence: Teleoperators and Virtual Environments
Making Networked Virtual Environments Work
Presence: Teleoperators and Virtual Environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
QuON: a quad-tree-based overlay protocol for distributed virtual worlds
International Journal of Advanced Media and Communication
Ensuring the performance and scalability of peer-to-peer distributed virtual environments
Future Generation Computer Systems
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
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In recent years, large scale distributed virtual environments (DVEs) have become a major trend in distributed applications, mainly due to the enormous popularity of multiplayer online games in the entertainment industry. Since architectures based on networked servers seems to be not scalable enough to support massively multiplayer applications, peer-to-peer (P2P) architectures have been proposed as an efficient and truly scalable solution for this kind of systems. However, the main challenge of P2P architectures consists of providing each avatar with updated information about which other avatars are its neighbors. We have denoted this problem as the awareness problem. Although some proposals have been made, none of them provide total awareness to avatars under any situation. This paper presents a new awareness method based on unicast communication that is capable of providing awareness to 100% of avatars, regardless of both their location and their movement pattern in the virtual world. Therefore, it allows large scale DVEs based on P2P architectures to properly scale with the number of users while fully providing awareness to all of them.