Real time groupware as a distributed system: concurrency control and its effect on the interface
CSCW '94 Proceedings of the 1994 ACM conference on Computer supported cooperative work
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Responsiveness and consistency tradeoffs in interactive groupware
CSCW '98 Proceedings of the 1998 ACM conference on Computer supported cooperative work
Interactive Multiuser VEs in the DIVE System
IEEE MultiMedia
A Taxonomy for Networked Virtual Environments
IEEE MultiMedia
Design of the Interactive Sharing Transfer Protocol
WET-ICE '97 Proceedings of the 6th Workshop on Enabling Technologies on Infrastructure for Collaborative Enterprises
WET-ICE '97 Proceedings of the 6th Workshop on Enabling Technologies on Infrastructure for Collaborative Enterprises
Scalable Prediction Based Concurrency Control for Distributed Virtual Environments
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
Issues in the design of a scalable shared virtual environment for the Internet
HICSS '97 Proceedings of the 30th Hawaii International Conference on System Sciences: Software Technology and Architecture - Volume 1
ATLAS: a scalable network framework for distributed virtual environments
Proceedings of the 4th international conference on Collaborative virtual environments
ATLAS: A Scalable Network Framework for Distributed Virtual Environments
Presence: Teleoperators and Virtual Environments
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We propose an enhanced prediction-based concurrency control scheme that supports the scalability of concurrency control for large distributed virtual environments especially where entities are highly populated and tend to gather closely. The prediction scheme is based on an entity-centric multicast group. Only the users surrounding a target entity multicast the ownership requests via an entity multicast group and become owner candidates. The current owner predicts the next owner among the owner candidates and sends an ownership to the next owner in advance. However, if entities are assigned their own multicast address when they are close to each other, users have to continuously issue join messages as moving by the entities. To reduce the network and message exchange overhead, we use the location proximity of entities in virtual environments. By grouping closely gathered entities into one entity group and sharing a multicast address among group member entities, we reduce the number of frequent join and leave operations and join messages, therefore maintain enough interactive performance. The experiment results show that the proposed mechanism improves scalability especially when entities are closely gathered.