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Computer games are rich, complex, and often large-scale software applications. They're a significant, interesting, and often compelling domain for innovative research in software engineering techniques and technologies. Computer games are progressively changing the everyday world in many positive ways. Game developers, whether focusing on entertainment market opportunities or game-based applications...
Multimedia conferencing is the real-time exchange of multimedia content between multiple parties. It is the basis of a wide range of applications (e.g., multimedia multiplayer game). Cloud-based provisioning of the conferencing services on which these applications rely will bring benefits, such as easy service provisioning and elastic scalability. However, it remains a big challenge. This paper proposes...
A virtual world engine at the massively multiplayer scale is a massively multiplayer online world (MMOW); one thing virtual world engines realized when going into the scale of MMOs, is the cost of maintaining a potentially quadratic number of interactions between a massive number of objects, laid out in a spatial dimension. With the rise of the Internet of Things (IoT), this means recognizing the...
Massively Multiplayer Online Games (MMOGs) are becoming increasingly popular in recent years. Traditional Client/Server architectures of MMOGs exhibit different issues in scalability, reliability, and responsiveness, as well as involve high cost for adding new servers when demand increases. The fast response time, support of large and growing number of players, and low cost are extremely important...
3D Massively Multiplayer Online (MMO) applications have in present a large number of registered and active users that can reach up to even several millions for the most popular ones. These types of applications that include 3D games, virtual life simulations, educational environments, museums, etc. are already considered by many as the new generation of human computer interface and human computer...
Real-time online interactive application (ROIA) is an emerging distributed application in recent years. Scalability is a hot and key issue in ROIA. We are motivated by the facts that the number of concurrent users around the world is widely and periodically fluctuant and requirements for network latency in various ROIA are different. So we propose the Multi-ROIA Cloud Platform (MRCP), a new approach...
Real-time online interactive application (ROIA) is an emerging large scale distributed application in recent years. To satisfy the high demands on performance, ROIA needs a highly robust and efficient architecture to cope with the huge concurrent users. Previous works are almost based on the C/S and P2P mode, and these architectures cannot be simply copied to cloud computing environment. In this paper,...
Developing scalable software architectures to suit virtual environment applications has been a challenge even in face of extraordinary advancements in computing and bandwidth power. In virtual environments, modifications to the world must be broadcasted across all clients, creating a network and processing complexity on the server-side that grows at an O(N2) rate. Therefore, scalability will always...
With the development of computer science and virtual reality technology, virtual world evolves along the way of computer game development, from arcade games, console system games, LAN games, Internet connectivity games, unstructured games, games with player generation of content, worlds with designer-provided objectives, games with social networks, and open virtual worlds [1]. Traditional server-client...
The increased bandwidth made available to consumers in the past decade has enabled the spread of Massively Multi-user Virtual Environments (MMVEs). MMVEs require fast and frequent updates to be delivered to a considerable number of users. To address these difficult requirements, developers resort to network architectures tightly coupling clients and servers. While providing a good enough quality of...
In interactive multi-user virtual environments, the computation and bandwidth required to perform real-time simulation increases quadratically with the number of users. Handling communication, storage and computation resources on the same machine hinders scalability. This paper presents a system architecture abiding to the constraints of the REpresentational State Transfer (REST) architectural style...
MMOG are very large distributed applications, sharing very large states, and supporting communication between potentially thousands of player nodes. Despite the development of many solutions to define suitable architecture and communication protocols and enabling efficient deployment of these types of applications, many issues remain. In this paper, we present a new framework to build more dynamic...
Service management in mobile ad hoc networks is a challenging task due to the inherent properties of such networks (eg., lack of central infrastructure, error-prone wireless connections, limited resources). Traditional management architectures follow either the centralized client/server or the distributed peer-to-peer model. The former shows low fault tolerance since the latter suffers from limited...
The downsizing of transistor dimensions enabled in the future nanotechnologies will inevitably increase the number of faults in the complex ULSI chips. To maintain the production yield at acceptable level, several levels of protection mechanisms will have to be implemented to tolerate the permanent and transient faults occurring in the physical layers. In this paper, we study fault tolerance at the...
As ubiquitous virtual reality (U-VR) systems become more and more popular and several systems coexist all together, sharing events between them in order to improve the user experience and increase their scope and functionality will be mandatory. Since U-VR systems have a dynamic and decoupled nature, and they have their own event model, we propose in this paper a semantic publish/subscribe infrastructure...
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