4 research outputs found

    A Bandwidth-Conserving Architecture for Crawling Virtual Worlds

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    A virtual world is a computer-based simulated environment intended for its users to inhabit via avatars. Content in virtual worlds such as Second Life or OpenSimulator is increasingly presented using three-dimensional (3D) dynamic presentation technologies that challenge traditional search technologies. As 3D environments become both more prevalent and more fragmented, the need for a data crawler and distributed search service will continue to grow. By increasing the visibility of content across virtual world servers in order to better collect and integrate the 3D data we can also improve the crawling and searching efficiency and accuracy by avoiding crawling unchanged regions or downloading unmodified objects that already exist in our collection. This will help to save bandwidth resources and Internet traffic during the content collection and indexing and, for a fixed amount of bandwidth, maximize the freshness of the collection. This work presents a new services paradigm for virtual world crawler interaction that is co-operative and exploits information about 3D objects in the virtual world. Our approach supports analyzing redundant information crawled from virtual worlds in order to decrease the amount of data collected by crawlers, keep search engine collections up to date, and provide an efficient mechanism for collecting and searching information from multiple virtual worlds. Experimental results with data crawled from Second Life servers demonstrate that our approach provides the ability to save crawling bandwidth consumption, to explore more hidden objects and new regions to be crawled that facilitate the search service in virtual worlds

    Peer-to-peer update dissemination in browser-based networked virtual environments.

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    PhD ThesisNetworked Virtual Environments (NVEs) have always imposed strict requirements on architectures for update dissemination (UD). Clients must maintain views that are as synchronous and consistent as possible in order to achieve a level of user experience that is tolerable for the user. In recent times, the web browser has become a viable platform on which to deploy these NVEs. Doing so adds another layer of challenges however. There is a distinct need for systems that adapt to these constraints and exploit the characteristics of this new context to achieve reliably high consistency between users for a range of use cases. A promising approach is to carry forward the rich body of past research in peer-to-peer (P2P) networks and apply this to the problem of UD in NVEs under the constraints of a web browser. Making NVEs scalable through P2P networks is not a new concept, however previous work has always been either too specific to a certain kind of NVE, or made performance trade-offs that especially cannot work in a browser context. Furthermore, in previous work on P2P NVEs, UD has always taken the backseat compared to object management and distributed neighbour selection. The evaluation of these UD systems have as a result been one-dimensional and overly simplifying. In this work, we begin by surveying past UD solutions and evaluation methodologies. We then capture NVE, browser, and network constraints, aided by the analysis of a rich dataset of NVE network traces that we have collected, and draw out key observations and challenges to develop the requirements for a feasible UD system. From there, we illustrate the design and implementation of our P2P UD system for NVEs in great detail, augmenting our system with novel architectural insights from the Software-Defined Networking (SDN) space. Finally, we evaluate our system under a range of workloads, test environments, and performance metrics to demonstrate that we have overcome these challenges, as well as compare our method to other existing methods, which we have also implemented and tested. We hope that our contributions in research and resources (such as our taxonomies, NVE analysis, UD system, browser library, workload datasets, and a benchmarking framework) bring more structure as well as research and development opportunities to a relatively niche sub-field

    Distributed Avatar Management for Second Life

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    Abstract—Second Life (SL) is currently the most popular social virtual world, i.e., a digitalization of the real world where avatars can meet, socialize and trade. SL is managed through a Client/Server (C/S) architecture with a very high cost and limited scalability. A scalable and cheap alternative to C/S is to use a Peer-to-Peer (P2P) approach, where SL users rely only on their own resources to run the virtual world. We develop a SL client that allows its users to take advantage of a P2P network structured as a Delaunay overlay. We compare the performance of a P2P and C/S architecture for Second Life, executing several instances of our client over Planetlab and populating a SL region with our controlled avatars. Avatar mobility traces collected in SL are used to drive avatar behaviors. The results show that P2P improves user experience by about 20 % compared to C/S (measured in term of consistency). Avatar interactivity is also 5 times faster in P2P than in C/S. I

    Distributed avatar management for Second Life

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