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
A scalable content-addressable network
Proceedings of the 2001 conference on Applications, technologies, architectures, and protocols for computer communications
An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed 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
Application-Level Multicast Using Content-Addressable Networks
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
Locality aware dynamic load management for massively multiplayer games
Proceedings of the tenth ACM SIGPLAN symposium on Principles and practice of parallel programming
Spatial queries in sensor networks
Proceedings of the 13th annual ACM international workshop on Geographic information systems
Dynamic microcell assignment for massively multiplayer online gaming
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
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
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Optimistic load balancing in a distributed virtual environment
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
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
A Dynamic Area of Interest Management and Collaboration Model for P2P MMOGs
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
Quantitative assessment of an agent-based simulation on a time warp executive
Proceedings of the 40th Conference on Winter Simulation
A hybrid P2P communications architecture for zonal MMOGs
Multimedia Tools and Applications
Avatar mobility in user-created networked virtual worlds: measurements, analysis, and implications
Multimedia Tools and Applications
Multidimensional query based routing for virtual environments
VECIMS'09 Proceedings of the 2009 IEEE international conference on Virtual Environments, Human-Computer Interfaces and Measurement Systems
Multi-objective zone mapping in large-scale distributed virtual environments
Journal of Network and Computer Applications
Collaborative Interest Management for Peer-to-Peer Networked Virtual Environment
PADS '11 Proceedings of the 2011 IEEE Workshop on Principles of Advanced and Distributed Simulation
VON: a scalable peer-to-peer network for virtual environments
IEEE Network: The Magazine of Global Internetworking
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Interest Management (IM) aims at eliminating irrelevant state updates transmitted in Networked Virtual Environment (NVE), such as online games. The existing IM mechanisms include area-based, cell-based mechanisms and hybrid IM mechanism which reduces the communication overhead by utilizing the cell-based mechanism to reduce Area-Of-Interest (AOI) updates in the area-based mechanism. Comparing to the existing IM mechanisms, the recently proposed collaborative IM mechanism (CIM) successfully reduces the communication cost further. However, two problems exist in the current CIM mechanism: i) the protocol may fail under certain circumstances, and ii) the protocol requires dividing the virtual environment into fixed grids. In this paper, we focus on the approaches that could enhance the current CIM mechanism and we will evaluate the performance using simulation of multiplayer game scenarios.