Concurrency control and recovery in database systems
Concurrency control and recovery in database systems
Three-tiered interest management for large-scale virtual environments
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Creating computer simulation systems: an introduction to the high level architecture
Creating computer simulation systems: an introduction to the high level architecture
Distributed Operating Systems and Algorithms
Distributed Operating Systems and Algorithms
An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
ATLAS: a scalable network framework for distributed virtual environments
Proceedings of the 4th international conference on Collaborative virtual environments
A multi-server architecture for distributed virtual walkthrough
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Building Multiuser Interactive Multimedia Environments at MERL
IEEE MultiMedia
A Taxonomy for Networked Virtual Environments
IEEE MultiMedia
Exploiting Reality with Multicast Groups
IEEE Computer Graphics and Applications
mWorld: A Multiuser 3D Virtual Environment
IEEE Computer Graphics and Applications
Handling heterogeneity in networked virtual environments
Presence: Teleoperators and Virtual Environments - special issue: IEEE virtual reality 2002 conference
Load Balancing for Distributed Virtual Reality Systems
SIBGRAPHI '98 Proceedings of the International Symposium on Computer Graphics, Image Processing, and Vision
The QUICK Framework for Task-Specific Asset Prioritization in Distributed Virtual Environments
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
Network Topologies for Scalable Multi-User Virtual Environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
A GRASP-Based Algorithm for Solving DVE Partitioning Problem
IPDPS '03 Proceedings of the 17th International Symposium on Parallel and Distributed Processing
An Evaluation of Grouping Techniques for State Dissemination in Networked Multi-User Games
MASCOTS '01 Proceedings of the Ninth International Symposium in Modeling, Analysis and Simulation of Computer and Telecommunication Systems
Analysing movement and world transitions in virtual reality tele-conferencing
ECSCW'97 Proceedings of the fifth conference on European Conference on Computer-Supported Cooperative Work
Making Networked Virtual Environments Work
Presence: Teleoperators and Virtual Environments
A peer-to-peer message exchange scheme for large scale networked virtual environments
ICCS '02 Proceedings of the The 8th International Conference on Communication Systems - Volume 02
ICCSA'03 Proceedings of the 2003 international conference on Computational science and its applications: PartIII
A genetic approach for adding QoS to distributed virtual environments
Computer Communications
A Latency-Aware Partitioning Method for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
A dynamical adjustment partitioning algorithm for distributed virtual environment systems
VRCAI '08 Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
A task-based load distribution scheme for multi-server-based distributed virtual environment systems
Presence: Teleoperators and Virtual Environments
A new system architecture for crowd simulation
Journal of Network and Computer Applications
Large Scale Distributed Virtual Environments on the Grid: Design, Implementation, and a Case Study
Computer Supported Cooperative Work in Design IV
Performance evaluation of a dynamic approach for networked servers distributed virtual environments
SpringSim '09 Proceedings of the 2009 Spring Simulation Multiconference
A comparative study of partitioning methods for crowd simulations
Applied Soft Computing
Dynamic adaptation of user migration policies in distributed virtual environments
Dynamic adaptation of user migration policies in distributed virtual environments
M-GRASP: a GRASP with memory for latency-aware partitioning methods in DVE systems
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
A partitioning method of balancing CPU utilization of servers in DVE
PDCN '08 Proceedings of the IASTED International Conference on Parallel and Distributed Computing and Networks
A distributed framework for scalable large-scale crowd simulation
ICVR'07 Proceedings of the 2nd international conference on Virtual reality
An optimal mapping algorithm based on balanced load cutting for DVE systems
IITA'09 Proceedings of the 3rd international conference on Intelligent information technology application
An architecture supporting large scale MMOGs
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Ensuring the performance and scalability of peer-to-peer distributed virtual environments
Future Generation Computer Systems
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Avatar movement in World of Warcraft battlegrounds
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Hybrid load balancing for online games
Proceedings of the international conference on Multimedia
Group movement in World of Warcraft Battlegrounds
International Journal of Advanced Media and Communication
A dynamic management scheme for DVEs
Journal of Network and Computer Applications
Parallelizing continuum crowds
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
The near-term feasibility of P2P MMOG's
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
A group-based load balancing approach for the multi-service distributed virtual environment
Edutainment'11 Proceedings of the 6th international conference on E-learning and games, edutainment technologies
Workload balancing in distributed crowd simulations: the partitioning method
The Journal of Supercomputing
Providing full awareness to distributed virtual environments based on peer-to-peer architectures
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Workload characterization in multiplayer online games
ICCSA'06 Proceedings of the 6th international conference on Computational Science and Its Applications - Volume Part I
Interactive segmentation of volumetric medical images for collaborative telemedicine
3DPH'09 Proceedings of the 2009 international conference on Modelling the Physiological Human
Optimizing client assignment for enhancing interactivity in distributed interactive applications
IEEE/ACM Transactions on Networking (TON)
A distributed visualization system for crowd simulations
Integrated Computer-Aided Engineering
Hi-index | 0.00 |
The last years have witnessed a dramatic growth in the number as well as in the variety of distributed virtual environment systems. These systems allow multiple users, working on different client computers that are interconnected through different networks, to interact in a shared virtual world. One of the key issues in the design of scalable and cost-effective DVE systems is the partitioning problem. This problem consists of efficiently assigning the existing clients to the servers in the system and some techniques have been already proposed for solving it. This paper experimentally analyzes the correlation of the quality function proposed in the literature for solving the partitioning problem with the performance of DVE systems. Since the results show an absence of correlation, we also propose the experimental characterization of DVE systems. The results show that the reason for that absence of correlation is the nonlinear behavior of DVE systems with regard to the number of clients in the system. DVE systems reach saturation when any of the servers reaches 100 percent of CPU utilization. The system performance greatly decreases if this limit is exceeded in any server. Also, as a direct application of these results, we present a partitioning method that is targeted to keep all the servers in the system below a certain threshold value of CPU utilization, regardless of the amount of network traffic. Evaluation results show that the proposed partitioning method can improve DVE system performance, regardless of both the movement pattern of clients and the initial distribution of clients in the virtual world.