The need for real time consistency management in P2P mobile gaming environments
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
P2P Network for very large virtual environment
Proceedings of the ACM symposium on Virtual reality software and technology
Network-Based Visualization of 3D Landscapes and City Models
IEEE Computer Graphics and Applications
AOI-cast strategies for P2P massively multiplayer online games
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
Nomad: virtual environments on P2P voronoi overlays
OTM'07 Proceedings of the 2007 OTM Confederated international conference on On the move to meaningful internet systems - Volume Part II
Badumna: A decentralised network engine for virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
3D Virtual worlds and the metaverse: Current status and future possibilities
ACM Computing Surveys (CSUR)
OneSim: Scaling Second Life with Kiwano
Proceedings of International Workshop on Massively Multiuser Virtual Environments
Multiagent and Grid Systems
Hi-index | 0.00 |
This paper envisions a shared virtual reality system that could handle millions of users and objets. The SOLIPSIS system does not rely on servers and is based on a network of peers that collaborate to build up a common virtual world. Real-time interactions and virtual co-presence are enabled by the means of emissive and receptive fields that determine how avatar kinestesia and multimedia streams are established. We describe here the overall architecture and the main algorithms that make SOLIPSIS conceivable.