Using spatial techniques to decrease message passing in a distributed VE system
VRML '97 Proceedings of the second symposium on Virtual reality modeling language
Community Place: architecture and performance
VRML '97 Proceedings of the second symposium on Virtual reality modeling language
Virtual Society: Collaboration in 3D Spaces on the Internet
Computer Supported Cooperative Work - Special issue on groupware and the World Wide Web
On caching and prefetching of virtual objects in distributed virtual environments
MULTIMEDIA '98 Proceedings of the sixth ACM international conference on Multimedia
Multi-resolution model transmission in distributed virtual environments
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
VIRTUS: a collaborative multi-user platform
Proceedings of the fourth symposium on Virtual reality modeling language
Building objects and interactors for collaborative interactions with GASP
Proceedings of the third international conference on Collaborative virtual environments
CyPhone—bringing augmented reality to next generation mobile phones
DARE '00 Proceedings of DARE 2000 on Designing augmented reality environments
Techniques for handling scale and distribution in virtual worlds
EW 7 Proceedings of the 7th workshop on ACM SIGOPS European workshop: Systems support for worldwide applications
SmartCU3D: a collaborative virtual environment system with behavior based interaction management
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Social interactions in multiscale CVEs
Proceedings of the 4th international conference on Collaborative virtual environments
Visibility-based interest management in collaborative virtual environments
Proceedings of the 4th international conference on Collaborative virtual environments
MaDViWorld: a software framework for massively distributed virtual worlds
Software—Practice & Experience
Massively Distributed Virtual Worlds a Framework Approach
FIDJI '01 Revised Papers from the International Workshop on Scientific Engineering for Distributed Java Applications
Designing a Virtual Environment for Large Audiences
ICOIN '02 Revised Papers from the International Conference on Information Networking, Wireless Communications Technologies and Network Applications-Part II
An Object-Oriented Software Framework for Large-Scale Networked Virtual Environments
Euro-Par '00 Proceedings from the 6th International Euro-Par Conference on Parallel Processing
A Framework to Dynamically Manage Distributed Virtual Environments
VW '00 Proceedings of the Second International Conference on Virtual Worlds
Using GASP for Collaborative Interaction within 3D Virtual Worlds
VW '00 Proceedings of the Second International Conference on Virtual Worlds
A Design and Evaluation of the Multi-User Virtual Environment Server System for the Digital Museum
TRON '96 Proceedings of the 13th TRON Project International Symposium
TRON '96 Proceedings of the 13th TRON Project International Symposium
3D visual component based approach for immersive collaborative virtual environments
ETP '03 Proceedings of the 2003 ACM SIGMM workshop on Experiential telepresence
The role of structural reflection in distributed Virtual Reality
Proceedings of the ACM symposium on Virtual reality software and technology
Interest management middleware for networked games
Proceedings of the 2005 symposium on Interactive 3D graphics and games
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
GameOD: an internet based game-on-demand framework
Proceedings of the ACM symposium on Virtual reality software and technology
Multiuser 3D virtual simulation environments support in the Gnutella peer-to-peer network
Journal of Parallel and Distributed Computing - Special issue: Design and performance of networks for super-, cluster-, and grid-computing: Part II
Proceedings of the 20th Workshop on Principles of Advanced and Distributed Simulation
Lucid platform: applying HLA DDM to multiplayer online game middleware
Computers in Entertainment (CIE) - 3rd anniversary issue
An HCI method to improve the human performance reduced by local-lag mechanism
Interacting with Computers
Load balancing for massively multiplayer online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
MACVE: A Mobile Agent Based Framework for Large-Scale Collaborative Virtual Environments
Presence: Teleoperators and Virtual Environments
Information spaces -- building meeting rooms in virtual environments
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Physically-Based Interaction for Networked Virtual Environments
ICCS '07 Proceedings of the 7th international conference on Computational Science, Part II
Nonvisual, Distal Tracking of Mobile Remote Agents in Geosocial Interaction
LoCA '09 Proceedings of the 4th International Symposium on Location and Context Awareness
Game-on-demand:: An online game engine based on geometry streaming
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Priority-Based event message scheduling in distributed virtual environment
HPCC'06 Proceedings of the Second international conference on High Performance Computing and Communications
Trends in networked collaborative virtual environments
Computer Communications
Spotlight interest management for distributed virtual environments
EGVE'08 Proceedings of the 14th Eurographics conference on Virtual Environments
EG VE'00 Proceedings of the 6th Eurographics conference on Virtual Environments
Managing missed interactions in distributed virtual environments
EGVE'06 Proceedings of the 12th Eurographics conference on Virtual Environments
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
Hi-index | 0.00 |
Abstract: MASSIVE is a distributed virtual reality system. It provides rich facilities to support user interaction and cooperation via text, audio and graphics media and interaction is controlled by a spatial model of interaction. The communications architecture is based on processes communicating via typed connections which have interfaces on both ends and which integrate RPCs, attributes and streams in a common context. A spatial interface trading service, the aura manager, has been developed to support interface trading in a spatial context. The concepts embodied in the aura manager can be useful in other interface trading situations, especially where notions of "space" and "meeting" may be applied.