983 research outputs found

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    Performance-Engineered Network Overlays for High Quality Interaction in Virtual Worlds

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    Overlay hosting systems such as PlanetLab, and cloud computing environments such as Amazon’s EC2, provide shared infrastructures within which new applications can be developed and deployed on a global scale. This paper ex-plores how systems of this sort can be used to enable ad-vanced network services and sophisticated applications that use those services to enhance performance and provide a high quality user experience. Specifically, we investigate how advanced overlay hosting environments can be used to provide network services that enable scalable virtual world applications and other large-scale distributed applications requiring consistent, real-time performance. We propose a novel network architecture called Forest built around per-session tree-structured communication channels that we call comtrees. Comtrees are provisioned and support both unicast and multicast packet delivery. The multicast mechanism is designed to be highly scalable and light-weight enough to support the rapid changes to multicast subscriptions needed for efficient support of state updates within virtual worlds. We evaluate performance using a combination of analysis and experimental measurement of a partial system prototype that supports fully functional distributed game sessions. Our results provide the data needed to enable accurate projections of performance for a variety of session and system configurations
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