6,821 research outputs found
Analysis domain model for shared virtual environments
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
Enabling scalability by partitioning virtual environments using frontier sets
We present a class of partitioning scheme that we have called frontier sets. Frontier sets build on the notion of a potentially visible set (PVS). In a PVS, a world is subdivided into cells and for each cell all the other cells that can be seen are computed. In contrast, a frontier set considers pairs of cells, A and B. For each pair, it lists two sets of cells (two frontiers), FAB and FBA. By definition, from no cell in FAB is any cell in FBA visible and vice versa.
Our initial use of frontier sets has been to enable scalability in distributed networking. This is possible because, for example, if at time t0 Player1 is in cell A and Player2 is in cell B, as long as they stay in their respective frontiers, they do not need to send update information to each other.
In this paper we describe two strategies for building frontier sets. Both strategies are dynamic and compute frontiers only as necessary at runtime. The first is distance-based frontiers. This strategy requires precomputation of an enhanced potentially visible set. The second is greedy frontiers. This strategy is more expensive to compute at runtime, however it leads to larger and thus more efficient frontiers.
Network simulations using code based on the Quake II engine show that frontiers have significant promise and may allow a new class of scalable peer-to-peer game infrastructures to emerge
The evaluation of an active networking approach for supporting the QOS requirements of distributed virtual environments
This paper describes work that is part of a more general investigation into how Active Network ideas
might benefit large scale Distributed-Virtual-Environments (DVEs). Active Network approaches have been
shown to offer improved solutions to the Scalable Reliable Multicast problem, and this is in a sense the lowest
level at which Active Networks might benefit DVEs in supporting the peer-to-peer architectures considered
most promising for large scale DVEs. To go further than this, the key benefit of Active Networking is the ability
to take away from the application the need to understand the network topology and delegate the execution of
certain actions, for example intelligent message pruning, to the network itself. The need to exchange geometrical
information results in a type of traffic that can place occasional, short-lived, but heavy loads on the network.
However, the Level of Detail (LoD) concept provides the potential to reduce this loading in certain circumstances.
This paper introduces the performance modelling approach being used to evaluate the effectiveness of
active network approaches for supporting DVEs and presents an evaluation of messages filtering mechanisms,
which are based on the (LoD) concept. It describes the simulation experiment used to carry out the evaluation,
presents its results and discusses plans for future work
Recommended from our members
Multimedia delivery in the future internet
The term âNetworked Mediaâ implies that all kinds of media including text, image, 3D graphics, audio
and video are produced, distributed, shared, managed and consumed on-line through various networks,
like the Internet, Fiber, WiFi, WiMAX, GPRS, 3G and so on, in a convergent manner [1]. This white
paper is the contribution of the Media Delivery Platform (MDP) cluster and aims to cover the Networked
challenges of the Networked Media in the transition to the Future of the Internet.
Internet has evolved and changed the way we work and live. End users of the Internet have been confronted
with a bewildering range of media, services and applications and of technological innovations concerning
media formats, wireless networks, terminal types and capabilities. And there is little evidence that the pace
of this innovation is slowing. Today, over one billion of users access the Internet on regular basis, more
than 100 million users have downloaded at least one (multi)media file and over 47 millions of them do so
regularly, searching in more than 160 Exabytes1 of content. In the near future these numbers are expected
to exponentially rise. It is expected that the Internet content will be increased by at least a factor of 6, rising
to more than 990 Exabytes before 2012, fuelled mainly by the users themselves. Moreover, it is envisaged
that in a near- to mid-term future, the Internet will provide the means to share and distribute (new)
multimedia content and services with superior quality and striking flexibility, in a trusted and personalized
way, improving citizensâ quality of life, working conditions, edutainment and safety.
In this evolving environment, new transport protocols, new multimedia encoding schemes, cross-layer inthe
network adaptation, machine-to-machine communication (including RFIDs), rich 3D content as well as
community networks and the use of peer-to-peer (P2P) overlays are expected to generate new models of
interaction and cooperation, and be able to support enhanced perceived quality-of-experience (PQoE) and
innovative applications âon the moveâ, like virtual collaboration environments, personalised services/
media, virtual sport groups, on-line gaming, edutainment. In this context, the interaction with content
combined with interactive/multimedia search capabilities across distributed repositories, opportunistic P2P
networks and the dynamic adaptation to the characteristics of diverse mobile terminals are expected to
contribute towards such a vision.
Based on work that has taken place in a number of EC co-funded projects, in Framework Program 6 (FP6)
and Framework Program 7 (FP7), a group of experts and technology visionaries have voluntarily
contributed in this white paper aiming to describe the status, the state-of-the art, the challenges and the way
ahead in the area of Content Aware media delivery platforms
Middleware services for distributed virtual environments
PhD ThesisDistributed Virtual Environments (DVEs) are virtual environments which allow
dispersed users to interact with each other and the virtual world through the
underlying network.
Scalability is a major challenge in building a successful DVE, which is directly
affected by the volume of message exchange. Different techniques have been
deployed to reduce the volume of message exchange in order to support large
numbers of simultaneous participants in a DVE. Interest management is a
popular technique for filtering unnecessary message exchange between users.
The rationale behind interest management is to resolve the "interests" of users
and decide whether messages should be exchanged between them. There are
three basic interest management approaches: region-based, aura-based and
hybrid approaches. However, if the time taken for an interest management
approach to determine interests is greater than the duration of the interaction, it
is not possible to guarantee interactions will occur correctly or at all. This is
termed the Missed Interaction Problem, which all existing interest management
approaches are susceptible to.
This thesis provides a new aura-based interest management approach, termed
Predictive Interest management (PIM), to alleviate the missed interaction
problem. PIM uses an enlarged aura to detect potential aura-intersections and
iii
initiate message exchange. It utilises variable message exchange frequencies,
proportional to the intersection degree of the objects' expanded auras, to restrict
bandwidth usage. This thesis provides an experimental system, the PIM system,
which couples predictive interest management with the de-centralised server
communication model. It utilises the Common Object Request Broker
Architecture (CORBA) middleware standard to provide an interoperable
middleware for DVEs. Experimental results are provided to demonstrate that
PIM provides a scalable interest management approach which alleviates the
missed interaction problem
Middleware services for distributed virtual environments
PhD ThesisDistributed Virtual Environments (DVEs) are virtual environments which allow
dispersed users to interact with each other and the virtual world through the
underlying network.
Scalability is a major challenge in building a successful DVE, which is directly
affected by the volume of message exchange. Different techniques have been
deployed to reduce the volume of message exchange in order to support large
numbers of simultaneous participants in a DVE. Interest management is a
popular technique for filtering unnecessary message exchange between users.
The rationale behind interest management is to resolve the "interests" of users
and decide whether messages should be exchanged between them. There are
three basic interest management approaches: region-based, aura-based and
hybrid approaches. However, if the time taken for an interest management
approach to determine interests is greater than the duration of the interaction, it
is not possible to guarantee interactions will occur correctly or at all. This is
termed the Missed Interaction Problem, which all existing interest management
approaches are susceptible to.
This thesis provides a new aura-based interest management approach, termed
Predictive Interest management (PIM), to alleviate the missed interaction
problem. PIM uses an enlarged aura to detect potential aura-intersections and
iii
initiate message exchange. It utilises variable message exchange frequencies,
proportional to the intersection degree of the objects' expanded auras, to restrict
bandwidth usage. This thesis provides an experimental system, the PIM system,
which couples predictive interest management with the de-centralised server
communication model. It utilises the Common Object Request Broker
Architecture (CORBA) middleware standard to provide an interoperable
middleware for DVEs. Experimental results are provided to demonstrate that
PIM provides a scalable interest management approach which alleviates the
missed interaction problem
On network latency in distributed interactive applications
This paper has three objectives. Firstly it describes the historical development of Distributed Interactive Applications. It then defines network latency. Finally it describes a new approach to masking network latency in Distributed Interactive Applications called the strategy model approach. This approach derives from the on-going PhD studies of one of the authors. A software application to gather strategy data from users is described in detail and an example of deriving a user strategy is given
Towards a Scalable Dynamic Spatial Database System
With the rise of GPS-enabled smartphones and other similar mobile devices,
massive amounts of location data are available. However, no scalable solutions
for soft real-time spatial queries on large sets of moving objects have yet
emerged. In this paper we explore and measure the limits of actual algorithms
and implementations regarding different application scenarios. And finally we
propose a novel distributed architecture to solve the scalability issues.Comment: (2012
Intelligent Management and Efficient Operation of Big Data
This chapter details how Big Data can be used and implemented in networking
and computing infrastructures. Specifically, it addresses three main aspects:
the timely extraction of relevant knowledge from heterogeneous, and very often
unstructured large data sources, the enhancement on the performance of
processing and networking (cloud) infrastructures that are the most important
foundational pillars of Big Data applications or services, and novel ways to
efficiently manage network infrastructures with high-level composed policies
for supporting the transmission of large amounts of data with distinct
requisites (video vs. non-video). A case study involving an intelligent
management solution to route data traffic with diverse requirements in a wide
area Internet Exchange Point is presented, discussed in the context of Big
Data, and evaluated.Comment: In book Handbook of Research on Trends and Future Directions in Big
Data and Web Intelligence, IGI Global, 201
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