Concurrency control and recovery in database systems
Concurrency control and recovery in database systems
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
Modelling user behaviour in networked games
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
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
mWorld: A Multiuser 3D Virtual Environment
IEEE Computer Graphics and Applications
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
The Video GameTheory Reader
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
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
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
Controlling Consistency within Collaborative Virtual Environments
DS-RT '04 Proceedings of the 8th IEEE International Symposium on Distributed Simulation and Real-Time Applications
A Method for Providing QoS in Distributed Virtual Environments
PDP '05 Proceedings of the 13th Euromicro Conference on Parallel, Distributed and Network-Based Processing
Using n-trees for scalable event ordering in peer-to-peer games
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
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
Networked game mobility model for first-person-shooter games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
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
Highly scalable server architecture for massive multi-player 3D virtual spaces
CIS'09 Proceedings of the international conference on Computational and information science 2009
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In recent years, 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. Although the workload generated by avatars in a DVE system has already been characterized, the special features of multiplayer online games make these applications to require a particular workload characterization. This paper presents the workload characterization of multiplayer online games. This characterization is based on real traces, and it shows that the movement patterns of avatars used to develop optimization techniques for DVE systems can be extrapolated to First Person Shooting networked games. However, the workload that each avatar adds to the game server is higher than the one proposed in the literature.