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A key challenge for Peer-to-Peer-based Massively Multi-user Virtual Environments is efficient delivery of updates. In contrast to centralized approaches, which can efficiently calculate changes and deliver these, peer-based approaches have to generate updates from arbitrary participating peers. In this paper we present an approach to reduce update messages in Peer-to-Peer-based Massively Multi-user...
In this paper we discuss that the specific consistency and latency requirements of world state updates in Massively Multi-User Virtual Environments (MMVEs) are determined by several characteristic factors of the virtual world, i.e. their Interaction Context. As this context is highly application-dependent, MMVE developers require a simple specification scheme which allows them to specify these requirements...
Many peer-to-peer (P2P) systems require accurate information about their peer's available bandwidth, e.g., for load balancing. Determining this information is difficult, as a suitable approach must address two challenges. First, it must be able to deal with fluctuating bandwidth. Second, it must incur low overhead to prevent interference with the operation of the P2P system. In this paper we present...
Peer-to-Peer-based Massively Multi-user Virtual Environments (P2P-MMVEs) often use coordinator peers to enhance the system's capabilities. The success of this approach depends on selecting suitable peers as coordinators. However, existing approaches either do not select coordinators based on their suitability or simply assume that techniques for such a selection exist. In this paper we argue that...
Cloud gaming has recently been proposed as an alternative to traditional video game distribution. With this approach, the entire game is stored, run and rendered on a remote server. Player input is forwarded to the server via the Internet and the game's output is returned as a video stream. This adds network delay, which can negatively impact the gameplay. The delay is acceptable as long as the user...
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