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Most of the online games run on top of a client-server architecture with a single authoritative server designed for to support game logic. If the latency between a player and the server is large, the responsiveness of the game decreases. As a result, the performance is likely to degrade. For client-server architecture, we propose an opportunistic state forwarding method to comply with the hard time-constraint...
In this paper, we introduce a cheat-free path discovering process for peer-to-peer online games. The algorithm finds the requested path through the active participation of the users, but cheating is detected through a controller. The controller recalculates a path segment when two peers disagree in terms of cost, and identifies the cheater using the trust profile. This eventually lowers the computational...
As many people are now taking advantages of on-line services, the value of the private data they own comes into sight as a problem of fundamental concern. This paper takes the position that, individuals are entitled to secure control over their personal information, disclosing it as part of a transaction only when they are fairly compensated. To make this a concrete possibility, users require technical...
In this paper we propose a new architecture based on Z-order curve and kd-tree that can efficiently handle issues related to update messages distribution to interested entities locations in a three-dimensional (3D) virtual environments where locations are described in terms of 3D coordinates. We also aim to minimize the number of routing hops in distribution of update messages, especially when updates...
Massively multiuser virtual environment (MMVE) applications have the challenge of update message exchange among a large number of users. Real-time collaboration in the virtual environments requires the updates to be exchanged with the minimum end-to-end latency and overhead. This article proposes a new clustering technique to improve the update message exchange efficiency in MMVE applications. The...
With the rapid development of applications in open distributed virtual environments, such as e-Business and virtual games, privacy is becoming a critical issue. This paper presents an intelligent agent-based framework for privacy payoff in virtual environments, with special focus on capability-based negotiation services. These services take into consideration users' entitlement to benefit from revealing...
Path finding is an important feature of Massively Multiplayer Online Games (MMOG). In this paper, we propose a path finding algorithm for peer-to-peer online games. The proposed approach discovers a near optimal but cost effective path between any two points of a connected virtual world. The search space is reduced by the use of anchor points at each zone. As a result, computational cost and memory...
DHT networks offer a scalable structure for use in massively multi-user virtual environments (MMVEs). However, an issue with DHT structures is their use of uniform location-independent ID assignment. This conflicts with the locality-sensitive non-uniform ID assignment needed to achieve efficient latency-aware routing in MMVE applications. Our proposed solution is to use a modified version of the Hilbert...
In this paper, we present a dynamic area of interest management for massively multiplayer online games (MMOG). Instead of mapping the virtual space to the area of interest (AOI), we scheme AOIs to the virtual space. This zoneless MMOG is the consequence of dynamic AOI that redeems the necessity of inter-AOI communication. In addition, the AOI maintenance cost is reduced significantly by assigning...
Massively multi-user virtual environments (MMVE) incorporate computer graphics, sound and haptics to simulate the experience of real-time interaction among multiple users in a shared three-dimensional virtual world. Such applications therefore deal with the distribution of updates among their users to provide them with a common sense of time and place while interacting in the virtual environment....
For better gaming experience, we propose an auxiliary Area of Interest Management (AoIM) in zonal MMOG that works in P2P manner. The concept, named Synchronized AoIM (S-AoIM), gives synchronization to the system. The S-AoIM runs along with the general/primary area of interest management (G-AoIM) that provides most of the game services. The benefits are two-fold. First, the necessary data required...
In this paper, we present a microcell oriented load balancing mechanism in the context of a hybrid MMOG (massively multiplayer online game) architecture. The objective of the proposed approach is to define a fair load balancing model for peer-to-peer MMOGs and virtual environments that minimizes peer-to-peer distortions in the overlays. In the case of an overloaded server, the proposed approach identifies...
This article proposes a new architecture for distributed data management and update massage exchange in massively multi-user virtual environments. The key points in the design of such environments are scalability and QoS-aware message delivery. Therefore it requires robust distributed algorithms in a dynamic peer-to-peer system with frequent node arrivals and departures. Our proposed approach is mainly...
Massively multi user virtual environment (MMVE) applications must deal with the challenge of update message exchange among a large set of nodes distributed over the Internet. Therefore design of scalable network protocols is a major concern in such large scale distributed architectures. Several approaches have been proposed to aid update exchange in MMVEs. Message localization has always been a key...
Massively multiuser online game, i.e. MMOG, is an active research especially to integrate players to perform routing task with the intention of keeping the game deployment cost to a minimum. This paper proposes a novel state dissemination mechanism for MMOG in the context of hybrid P2P architecture by exploiting the idle period of the participating players. The proposed approach performs such task...
Online games seem to become major contributors to Internet traffic. Therefore a great deal of effort is being devoted to the analysis and modeling of network game traffic. However the results from the previous measurements have not been unified into a single frame work while gaming traffic model is of high importance to network designers. Considering the fact that gaming traffic is generated by the...
As Haptic devices become more affordable and economical, research in Haptic-based virtual rehabilitation systems is gaining more interest. In addition to the benefits provided by virtual rehabilitation, Haptics offer force and tactile feedback which can be crucial for many upper and lower extremity rehabilitation. In this paper, we present such a system that provides a rich media environment for motor...
In commerce, user behavior modeling is an important component of marketing and advertising. Personalization, a widely used feature of e-Commerce systems, is one aspect of such modeling. Current personalization systems require user-registration to provide their services; and personalization is determined by requiring users fill extensive forms regarding their preferences. Work done in user profiling...
In this paper, we present a new concept of distributed adaptation and P2P streaming supporting the expansion of context-aware mobile P2P systems. Here, we propose to adapt video contents in a distributed manner to address the peer heterogeneity. It also forms an overlay network and organizes video streaming sessions among the participating peers. We have followed a master-sender-driven approach (one-to-many),...
The market for consumer information is already a lively market, where consumer information and consumer profile data are often among the most valuable assets owned by online retailers. The value of such commodity derives from the ability of firms to identify consumers and charge them personalized prices flj. We argue that if consumers' identity and personal information is such a valuable asset, should...
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