RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Mercury: a scalable publish-subscribe system for internet games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
A communication architecture for massive multiplayer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
A protocol for reliable decentralized conferencing
NOSSDAV '03 Proceedings of the 13th international workshop on Network and operating systems support for digital audio and video
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
A service platform for on-line games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Multiplayer networked gaming with the session initiation protocol
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
Virtual context based services for support of interaction in virtual worlds
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Dynamic voice communication support for multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Virtual context based services for multiplayer online games to facilitate community participation
Multimedia Tools and Applications
Multiplayer networked gaming with the session initiation protocol
Computer Networks: The International Journal of Computer and Telecommunications Networking
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Multiplayer networked games are the trend of the day. Receiving a major boost from various commercial ventures like Microsoft Xbox®[19] and Sony Playstation®[13], the networked gaming industry is set to grow dramatically. These multiplayer games allow geographically dispersed and possibly distant players to participate in a single game. In order to provide interaction amongst players in such environments, text messaging and recently, real-time voice interaction through VoIP is used. However, such interactions are mostly out-of-band (not based on game contexts), user-initiated and limited in operability, failing to exploit the entire potential and functionality of VoIP.In this paper, we present mechanisms and design of a prototype that allows game-context based VoIP communication between players. Thus, in addition to allowing players to talk to each other to coordinate teammates and activities (through a static team-based audio conference) as in some of the current systems, it supports communication among players based on shared contexts like the same physical location or room within the gaming environment. We use the Session Initiation Protocol (SIP) [14] to realize VoIP and describe mechanisms for building network gaming services using SIP. We also propose a sophisticated gaming scenario, in which VoIP is used to relay information about another player's distance and location with respect to the recipient, e.g. players farther away sound farther away.