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Due to diverse network latencies, participants in a Distributed Virtual Environment (DVE) may observe different inconsistency levels of the simulated virtual world, which can seriously affect fair competition among them. In this paper, we investigate how to disseminate Dead Reckoning (DR)-based updates with the objectives of achieving fairness among participants and reducing inconsistency as much...
Maintaining interactivity is one of the key challenges in distributed virtual environments (DVEs). In this paper, we consider a new problem, termed the interactivity-constrained server provisioning problem, whose goal is to minimize the number of distributed servers needed to achieve a prespecified level of interactivity. We identify and formulate two variants of this new problem and show that they...
The primary task of distributed virtual environments (DVEs) is to maintain a consistent view of the virtual world among all users. Multi-server architecture has been shown to have good scalability to support a large population of users in DVEs. However, some of the servers' resources like CPU, memory and network bandwidth can still get saturated as the scale of DVE increases. In this case, state updates...
Interactivity is a key consideration in large-scale distributed virtual environments (DVEs), such as massively multi-player online games. Due to the Internet dynamics as well as the large-scale and distributed nature of many DVEs, it is difficult to quantify the possible improvements claimed by various DVE interactivity enhancement approaches. In this paper, we propose a scalable framework that supports...
Maintaining interactivity is one of the key challenges in distributed virtual environments (DVE) due to the large, heterogeneous Internet latency and the fact that clients in a DVE are usually geographically separated. Previous work in this area have dealt with optimizing interactivity performance given limited server resource. In this paper, we consider a new problem, termed the performance-constrained...
This paper deals with the zone mapping problem in large-scale distributed virtual environments (DVEs), e.g., massively multi-player online games, distributed military simulations, etc. To support such large-scale DVEs with real-time interactions among thousands of concurrent, geographically separated clients, a distributed server infrastructure is generally needed, and the virtual world can be partitioned...
Spatial filtering is an interest management mechanism that eliminates unnecessary state updates transmitted in distributed virtual environments. This paper proposes a new protocol to reduce the communication overhead for supporting spatial filtering. The protocol maintains potential interest regions (PIRs) to assist in observing entities entering the areas-of-interest (AOIs) of other entities. PIRs...
In distributed virtual environments, e.g., online gaming, collaborative designs and distributed military simulations, interactivity is one of the most important requirements. The users may notice serious degradations in quality of service when interacting in the virtual world if the response from the system is much slower than what they have experienced in real life. In this paper, we consider the...
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