Managing virtual and physical mobility for mobile immersive voice communications
MUM '05 Proceedings of the 4th international conference on Mobile and ubiquitous multimedia
Managing latency and fairness in networked games
Communications of the ACM - Entertainment networking
Server topology considerations in online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A two-phase approach to interactivity enhancement for large-scale distributed virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
Optimizing client assignment for enhancing interactivity in distributed interactive applications
IEEE/ACM Transactions on Networking (TON)
Brief announcement: on minimum interaction time for continuous distributed interactive computing
Proceedings of the 2013 ACM symposium on Principles of distributed computing
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This article evaluates network and server infrastructure requirements to support real-time flows associated with networked entertainment applications. These include the state information flow to update the status of the virtual environment and immersive communication flows such as voice, video, gesture, and haptics communication. The article demonstrates that scaling these applications to large geographical spreads of participants requires distribution of computation to meet the latency constraints of the applications. This latency-driven distribution of computation is essential even when there are no limitations on the availability of computational resources in one location. The article provides detailed results on distributed server architectures for two of these real-time flows, state information and immersive voice communication. It also identifies a generic set of requirements for the underlying network and server infrastructure to support these applications and propose a new design, called switched overlay networks, for this purpose.