Abstract
Distributed virtual environments need to address issues related to the control of network traffic, resource management, and scalability. Given the distributed nature of these environments, the main problems they need to overcome are the efficient distribution of workload among the servers and the minimization of the communication cost. In this direction, a lot of work has been done and numerous relevant techniques and algorithms have been proposed. The majority of these approaches mainly focus on user entities and their interactions. However, most of actual DVE systems include additional and non-dynamic elements, denoted as objects, whose presence can affect users’ behavior. This paper introduces virtual objects’ attributes and proposes two approaches that exploit these attributes in order to handle workload assignment and communication cost in DVE systems. Both approaches take into account scenario-specific aspects of DVE systems, such as the impact that entities’ attributes have on each other and the way this impact can affect the system’s state. These scenario-specific aspects are then combined with quantitative factors of the system, such as workload, communication cost, and utilization. The experiments conducted in order to validate the behavior of the proposed approach show that the incorporation of object’s presence can improve the DVE system’s performance. More specifically, objects’ presence and their attributes can assist in the significant reduction in the communication cost along with effective workload distribution among the system’s servers.








Similar content being viewed by others
Explore related subjects
Discover the latest articles, news and stories from top researchers in related subjects.References
EVE Online. http://www.eveonline.com. Accessed 29 May 2011
Second Life. http://secondlife.com/. Accessed 29 May 2011
Simul8 Simulation Software. http://www.simul8.com. Accessed 29 May 2011
Beatrice N, Antonio S, Rynson W, Frederick L (2002) A multi-server architecture for distributed virtual walkthrough. In: Proceedings of the ACM symposium on virtual reality software and technology, Hong Kong, China
Bouras C, Giannaka E, Tsiatsos T (2009) A framework model for DVEs using SIMUL8. In: Proceedings of the second international conference on simulation tools and techniques (SIMUTOOLS), Rome, Italy
Chen J, Wu B, Delap M, Knuttson B, Lu H, Amza C (2005) Locality aware dynamic load management for massively multiplayer games. In: Proceedings of principles and practice of parallel programming (PPoPP). pp 289–300
Chertov R, Fahmy S (2006) Optimistic load balancing in a distributed virtual environment. In: Proceedings of the 16th ACM international workshop on network and operating systems support for digital audio and video (NOSSDAV), pp 74–79
De Vleeschauwer B, Van Den Bossche B, Verdickt T, De Turck F, Dhoedt B, Demeester P (2005) Dynamic microcell assignment for massively multiplayer online gaming. In: Proceedings of Netgames 2005, New York, USA
DIS Steering Committee (1998) IEEE Standard for distributed interactive simulation − Application protocols doi: 10.1109/IEEESTD.1998.88572
Frecon E, Smith G, Steed A, Stenius M, Stahl O (2001) An overview of the COVEN platform. Presence Teleoper Virtual Environ 10(1):109–127
Henderson T, Bhatti S (2003) Networked Games: A QoS-sensitive application for QoS-insensitive users. In: Proceedings of the ACM Int’l conference applications, technologies, architectures, and protocols for computer communications (SIGCOMM’03). pp 141–147
Hu SY, Chen JF, Chen TH (2006) Von: a scalable peer-to-peer network for virtual environments. IEEE Netw 20(4):22–31
Liu G, Maguire G (1996) A class of mobile motion prediction algorithms for wireless mobile computing and communication. Mob Netw Appl arch 1(2):113–121
Lui JC, Chan MF (2002) An efficient partitioning algorithm for distributed virtual environment systems. IEEE Trans Parallel Distrib Syst 13(3):193–211
Macedonia M, Zyda M, Pratt D, Brutzman D, Bar-ham P (1995) Exploiting reality with multicast groups: A network architecture for large-scale virtual environments. In: Proceedings of virtual reality annual international symposium (VRAIS)
McCoy A, Delaney D, McLoone S, Ward T (2004) Towards statistical client prediction—analysis of user behavior in distributed interactive media. In: Proceedings of the international conference on computer games: artificial intelligence design and education (CGAIDE), Reading, U.K
Morillo P, Fernandez M, Orduna JM (2003a) An evolutive approach to the partitioning problem in distributed virtual environment systems. In: Proceedings of XIV Jornadas de Paralelismo. Madrid, Spain, pp 299–304
Morillo P, Orduna JM, Duato J (2003b) On the characterization of distributed virtual environment systems. In: Proceedings of European conference on parallel processing (Euro-Par). Klagenfurt, Austria
Morillo P, Orduna JM, Fernandez M, Duato J (2005) Improving the performance of distributed virtual environment systems. IEEE Trans Parallel Distrib Syst 16(7):637–649
Morillo P, Rueda S, Orduna JM, Duato J (2007) A Latency-Aware partitioning method for distributed virtual environment systems. IEEE Trans Parallel Distrib Syst 18(9):1215–1226
SNMP v2. http://tools.ietf.org/html/rfc1908. Accessed 29 May 2011
PlayNoEvil Game Security News and Analysis. http://playnoevil.com/serendipity/index.php?/archives/483-Linden-Labs-Second-Life-Server-Architecture-Questions.html. Accessed 29 May 2011
Schroeder R, Heldal I, Tromp J (2006) The usability of virtual environments and methods for the analysis of interaction, Journal. Presence Teleoper Virtual Environ (MIT Press) 15(6):655–667
Shirmohammadi S, Kazem I, Ahmed DT, El-Badaoui M, De Oliveira J (2008) A visibility-driven approach for zone management in simulations. Simulation 84(5):215–229
Tam PT (1998) Communication cost optimization and analysis in distributed virtual environment. Technical report, department of computer science and engineering, The Chinese University of Hong Kong
Varvello M, Picconi F, Diot C, Biersack E (2008) Is there life in second life?. In: Proceedings of the ACM CoNEXT conference, Madrid, Spain, pp. 1-12
Verdickt T, De Vleeschauwer B, Van Den Bossche B, De Turck F, Dhoedt B, Demeester P (2007) Adaptive microcell assignment in massively multiplayer online games. In: Proceedings of the 10th international conference on computer games; AI, animation, mobile, educational and serious games (CGAMES), Louisville, Kentucky, USA, pp 92–99
World of Warcraft. http://www.worldofwarcraft.com/. Accessed 29 May 2011
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
Bouras, C., Giannaka, E. & Tsiatsos, T. Performance improvement of Distributed Virtual Environments by exploiting objects’ attributes. Virtual Reality 16, 187–203 (2012). https://doi.org/10.1007/s10055-011-0198-6
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s10055-011-0198-6