Graph drawing by force-directed placement
Software—Practice & Experience
Talk and embodiment in collaborative virtual environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Populating the application: a model of awareness for cooperative applications
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Practically accomplishing immersion: cooperation in and for virtual environments
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Crowded collaborative virtual environments
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Interactive Multiuser VEs in the DIVE System
IEEE MultiMedia
Locales: Supporting Large Multiuser Virtual Environments
IEEE Computer Graphics and Applications
INTERACT '97 Proceedings of the IFIP TC13 Interantional Conference on Human-Computer Interaction
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Network Topologies for Scalable Multi-User Virtual Environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Distributed Virtual Reality for Everyone -a Framework for Networked VR on the Internet
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
Using projection aggregations to support scalability in distributed simulation
ICDCS '96 Proceedings of the 16th International Conference on Distributed Computing Systems (ICDCS '96)
A spatial model of interaction in large virtual environments
ECSCW'93 Proceedings of the third conference on European Conference on Computer-Supported Cooperative Work
Virtual reality tele-conferencing: implementation and experience
ECSCW'95 Proceedings of the fourth conference on European Conference on Computer-Supported Cooperative Work
Staging a public poetry performance in a collaborative virtual environment
ECSCW'97 Proceedings of the fifth conference on European Conference on Computer-Supported Cooperative Work
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
Creating a live broadcast from a virtual environment
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A QoS architecture for collaborative virtual environments
MULTIMEDIA '99 Proceedings of the seventh ACM international conference on Multimedia (Part 1)
Patterns of network and user activity in an inhabited television event
Proceedings of the ACM symposium on Virtual reality software and technology
A method for sharing interactive deformations in collaborative 3D modeling
Proceedings of the ACM symposium on Virtual reality software and technology
Special panel session on multi-user virtual environments (panel session) (abstract only)
VRML '00 Proceedings of the fifth symposium on Virtual reality modeling language (Web3D-VRML)
Inside MASSIVE-3: flexible support for data consistency and world structuring
Proceedings of the third international conference on Collaborative virtual environments
Inhabited television: broadcasting interaction from within collaborative virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction and collaborative virtual environments
Diffusing information in organizational settings: learning from experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A hybrid motion prediction method for caching and prefetching in distributed virtual environments
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
A Poetry Performance in a Collaborative Virtual Environment
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
Communications through Virtual Technologies
Advanced Lectures on Networking, NETWORKING 2002 [This book presents the revised version of seven tutorials given at the NETWORKING 2002 Conference in Pisa, Italy in May 2002]
Communications through virtual technologies
Advanced lectures on networking
Extending Locales: Awareness Management in MASSIVE-3
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
Collaborative Geographic Visualization: Enabling Shared Understanding of Environmental Processes
INFOVIS '00 Proceedings of the IEEE Symposium on Information Vizualization 2000
VELVET: an adaptive hybrid architecture for very large virtual environments
Presence: Teleoperators and Virtual Environments
A multimedia workflow-based collaborative engineering environment for oil & gas industry
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Presence: Teleoperators and Virtual Environments - Special section: Legal, ethical, and policy issues associated with virtual environments and computer mediated reality
Patterns of Network and User Activity in an Inhabited Television Event
Presence: Teleoperators and Virtual Environments
Evaluation of Personal Agent-Oriented Virtual Society---PAW
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Hydra: a massively-multiplayer peer-to-peer architecture for the game developer
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
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We focus on the problem of constructing collaborative virtual environments (CVEs) that scale to large numbers of simultaneous participants and yet which still afford rich and varied possibilities for communication. This is achieved by extending our previously defined spatial model of interaction for CVEs to include third-party objects that provide support for contextual factors in awareness calculations and that enhance scaleability. Third parties can have two effects on awareness: attenuation or amplification of existing awareness relationships, and the introduction of new aggregate awareness relationships. We propose a range of applications for third-party objects including world structuring regions, aggregate views, dynamic crowds of participants, common foci, representational and group services, and dynamic load management. We also discuss how the third-party concept relates to other approaches to structuring virtual environments such as tiles, zones, and locales. We then present an implementation, the MASSIVE-2 system, focusing on its network architecture which is based on a dynamic and selfconfiguring hierarchy of multicast groups. Finally, we describe four demonstration applications that have been developed in MASSIVE-2: an environment for staging a public poetry performance that includes semiprivate zones for social interaction; the Panoptican Plaza, which demonstrates a variety of differently bounded regions; a collaborative 3-D Web browser that groups pages into server regions; and the Arena, a performance space that supports both static and mobile crowd aggregations of groups of participants.