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A framework for scalable virtual worlds using spatially organized P2P networks

Published: 27 October 2008 Publication History

Abstract

The general craze for virtual environments, the potential of augmented reality applications and the announced revolution of the Internet world (Web 2.0, Web 3D.0) are key points for the emergence of an 'ambient' Web which will make it possible for users to communicate, collaborate, entertain, work and exchange content. In this context, content storage, delivery, and reproduction are among the essential points for the deployment of a highly scalable platform of wide reality. In this paper, we propose a self-scalable peer-to-peer architecture for the navigation in network-based virtual worlds. To reach this goal, we propose a fully distributed and adaptive streaming method that quickly adapts the reproduced content according to user interaction. Our content delivery strategy has been implemented and tested on a dedicated simulator with a large 3D city model.

References

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Aurenhammer, F. 1991. Voronoi diagrams-a survey of a fundamental geometric data structure. ACM Computing Surveys (CSUR) 23, 345--405.
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Buyukkaya, E., and Abdallah, M. 2008. Data management in voronoi-based p2p gaming. Proc. of the IEEE International Workshop on Digital Entertainment, Networked Virtual Environments, and Creative Technology (CCNC).
[3]
Cavagna, R., Bouville, C., and Royan, J. 2006. P2p network for very large virtual environment. In Proc. of the ACM symposium on Virtual reality software and technology Conf.
[4]
Hu, S.-Y., Chen, J.-F., and Che, T.-H. 2006. Von: A scalable peer-to-peer network for virtual environments. IEEE Network (July/August), 22--31.
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Keller, J., and Simon, G. 2003. Solipsis: A massively multi-participant virtual world. In Proc. of the Parallel and Distributed Techniques and Applications Conf.
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Royan, J., Bouville, C., and Gioia, P. 2003. Pbtree: A new progressive and hierarchical representation for network-based navigation in urban environments. Proc. of the Vision, Modeling, and Visualization Conf..

Cited By

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  • (2014)Managing Virtual Entities in MMOGs: A Voronoi-Based ApproachE-Business and Telecommunications10.1007/978-3-662-44788-8_4(58-73)Online publication date: 28-Sep-2014

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cover image ACM Conferences
VRST '08: Proceedings of the 2008 ACM symposium on Virtual reality software and technology
October 2008
288 pages
ISBN:9781595939517
DOI:10.1145/1450579
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 27 October 2008

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Author Tags

  1. peer-to-peer
  2. self-adaptation
  3. self-distribution
  4. self-repartition
  5. self-scalabity
  6. virtual environments

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VRST08

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VRST '08 Paper Acceptance Rate 12 of 68 submissions, 18%;
Overall Acceptance Rate 66 of 254 submissions, 26%

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Cited By

View all
  • (2014)Managing Virtual Entities in MMOGs: A Voronoi-Based ApproachE-Business and Telecommunications10.1007/978-3-662-44788-8_4(58-73)Online publication date: 28-Sep-2014

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