NPSNET: a multi-player 3D virtual environment over the Internet
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Coping with inconsistency due to network delays in collaborative virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
A Multicast Network Architecture for Large Scale Collaborative Virtual Environments
ECMAST '97 Proceedings of the Second European Conference on Multimedia Applications, Services and Techniques
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Locales and Beacons: Efficient and Precise Support for Large Multi-User Virtual Environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Voice over IP with JVOIPLIB and JRTPLIB
LCN '01 Proceedings of the 26th Annual IEEE Conference on Local Computer Networks
MASSIVE: a distributed virtual reality system incorporating spatial trading
ICDCS '95 Proceedings of the 15th International Conference on Distributed Computing Systems
IEEE Spectrum
A multi-user framework supporting video-based avatars
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Using autonomous avatars to simulate a large-scale multi-user networked virtual environment
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Performance evaluation of client-side video stream quality selection using autonomous avatars
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Hi-index | 0.00 |
In this paper we describe our approach in creating a truly scalable distributed virtual environment. The resulting system should not only support large amounts of users, but it should also be able to work with a general purpose network like the Internet and it is intended to work with typical personal computers or game consoles. To realize this, we propose a distributed client-server approach in which most of the responsibilities are concentrated at the client side. The servers will only be used for control purposes - e.g. access control. Direct communication between clients helps preventing servers from becoming bottlenecks and the network load is kept low by distributing only the actions of a client instead of continuously distributing position updates. Finally, we also address some security related issues which arise from this client-oriented approach.