Skip to main content
Log in

Evaluation of 2D and 3D interest management techniques in the distributed virtual environment DiVE

  • Original Article
  • Published:
Virtual Reality Aims and scope Submit manuscript

Abstract

We present DiVE, a networking framework for the rapid development of massively multiuser three-dimensional (3D) virtual world applications. The primary contribution of the paper is twofold. First, we investigate zone-based area of interest (AOI) techniques aimed at improving DiVE’s scalability. Specifically, we present an interest management technique that is based on dividing the world into two-dimensional (2D) zones and a ‘double’ (inner/outer) AOI concept. Here the novelty is the investigation of different movement patterns of client entities to determine the optimal AOI/zone ratio. The empirical evaluation of our approach shows promising results on four metrics: bandwidth, frames per second, CPU, and RAM. Second, we extend the AOI concept from 2D space to 3D space, which has not yet been addressed in the literature. Among others, 3D space suggests interesting applications for the safety of unmanned aerial vehicles. Besides the investigation of the optimal size of volumetric AOI, we also consider different forms of volumetric zone alignment. The secondary contribution consists in a technical description of the DiVE framework, which has already been used successfully in multiuser applications in the traffic and evacuation domains.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7
Fig. 8
Fig. 9
Fig. 10
Fig. 11
Fig. 12
Fig. 13
Fig. 14
Fig. 15
Fig. 16
Fig. 17
Fig. 18
Fig. 19

Similar content being viewed by others

Notes

  1. http://secondlife.com/.

  2. http://opensimulator.org/.

  3. http://realxtend.org/.

  4. http://www.jenkinssoftware.com/.

  5. http://www.opentnl.org/.

  6. We are aware of a framework with a similar name (DIVE) Frecon and Stenius (1998).

  7. Liu et al. (2012) call this method ‘region’ based.

  8. In this paper, when the verb ‘see’ appears in context of an entity, it simply means that the entity receives and disseminates status updates to all other entities within its AOI.

  9. http://sourceforge.net/apps/trac/reddwarf/.

  10. Although commonly referred to as 3D virtual environments, the movement patters are two dimensions, rather than three dimensions.

  11. We note that the thread programming model of the agent-based social movement pattern should ideally be replaced by another model that is similar to the other two movement patterns.

  12. http://www.exitgames.com/.

  13. http://unity3d.com/.

  14. http://www.mono-project.com/.

  15. https://code.google.com/p/protobuf/.

  16. http://oauth.net/2/.

  17. Note that the client can still see the whole zone where the AOI is located in.

  18. As we can only shift in one direction in 2D, we performed shifting only in 3D case.

  19. http://utm.arc.nasa.gov/index.shtml.

References

  • Ayani R, Moradi F, Tan G (2000) Optimizing cell-size in grid-based DDM. In: Proceedings of 14th workshop on parallel and distributed simulation IEEE computer society (PADS00), pp 3–100

  • Benford S, Fahl én L (1993) A spacial model of interaction in large virtual environments. In: Proceedings 3rd European conference on computer-supported cooperative work, pp 109–124

  • Boulanger JS, Kienzle J, Verbrugge C (2006) Comparing interest management algorithms for massively multiplayer games. In: Proceedings of 5th ACM SIGCOMM workshop on network and system support for games (NetGames’06), ACM Press, p 6

  • Cheslack-Postava E, Azim T, Mistree BF, Horn DR, Terrace J, Levis P, Freedman MJ (2012) A scalable server for 3D metaverses. In: Proceedings of USENIX annual technical conference (ATC’12), p 20

  • Deen G, Hammer M, Bethencourt J, Eiron I, Thomas J, Kaufman JH (2006) Running quake II on a grid. IBM Syst J 45:21–44

    Article  Google Scholar 

  • Frecon E, Stenius M (1998) Dive: a scalable network architecture for distributed virtual environments. Distrib Syst Eng 5(3):91–100

    Article  Google Scholar 

  • Gajananan K, Nantes A, Miska M, Nakasone A, Prendinger H (2013) An experimental space for conducting controlled driving behavior studies based on a multiuser networked 3D virtual environment and the scenario markup language. IEEE Trans Human Mach Syst 43(4):345–358

    Article  Google Scholar 

  • Gu Y, Ji Y, Li J, Zhao B (2012) Covering targets in sensor networks: from time domain to space domain. IEEE Trans Parallel Distrib Syst 23(9):1643–1656

    Article  Google Scholar 

  • He S, Chen J, Cheng P, Gu Y, He T, Sun Y (2012) Quality of sensing, sensor allocation, sensor relocation, distributed algorithms. IEEE Trans Parallel Distrib Syst 23(9):1657–1667

    Article  Google Scholar 

  • Horn D, Cheslack-Postava E, Mistree BF, Azim T, Terrace J, Freedman MJ, Philip L (2010) To infinity and not beyond: scaling communication in virtual worlds with Meru. Technical Report, Stanford University

  • Hosseini M, Pettifer S, Georganas ND (2002) Visibility-based interest management in collaborative virtual environments. In: Proceedings of the 4th international conference on collaborative virtual environments, ACM Press, pp 143–144

  • Kaplan J, Yankelovich N (2011) Open wonderland : an extensible virtual world architecture. IEEE Internet Comput 15(5):38–45

    Article  Google Scholar 

  • Kumar S, Chhugani J, Kim C, Kim D, Nguyen A, Dubey P, Bienia C, Kim Y (2008) Second Life and the new generation of virtual worlds. IEEE Internet Comput 41(9):46–53

    Article  Google Scholar 

  • Lake D, Bowman M, Liu H (2010) Distributed scene graph to enable thousands of interacting users in a virtual environment. In: Proceedings of the 9th annual workshop on network and systems support for games (NetGames’10), pp 1–6

  • Liu ES, Theodoropoulos GK (2014a) Interest management for distributed virtual environments: a survey. ACM Comput Surv 46(4):51

    Article  Google Scholar 

  • Liu ES, Theodoropoulos GK (2014b) Space-time matching algorithms for interest management in distributed virtual environments. ACM Trans Model Comput Simul 24(3):15

    Article  MathSciNet  MATH  Google Scholar 

  • Liu H, Bowman M (2010) Scaling virtual worlds: simulation requirements and challenges. In: Proceedings of the winter simulation conference. pp 778–790

  • Liu H, Bowman M, Chang F (2012) Survey of state melding in virtual worlds. ACM Comput Surv 44(4):1–25

    Article  Google Scholar 

  • Lopes C (2011) Hypergrid: architecture and protocol for virtual world interoperability. IEEE Int Comput 15(5):22–29

    Article  Google Scholar 

  • Madruga M, Prendinger H (2013) iCO2: multi-user eco-driving training environment based on distributed constraint optimization. In: Proceedings 12th international conference on autonomous agents and multiagent systems (AAMAS’13), pp 925–932

  • Madruga M, Prendinger H, Tilma T, Lindner M, Santos E, Nakasone A (2012) Practicing eco-safe driving at scale. In: Proceedings of the ACM SIGCHI conference on human factors in computing systems (CHI’12), pp 2147–2152

  • Prendinger H, Miska M, Gajananan K, Nantes A (2014a) A cyber-physical system simulator for risk free transport studies. Comput Aided Civil Infrastruct Eng 29(7):480–495

    Article  Google Scholar 

  • Prendinger H, Oliveira JA, Catarino JA, Madruga M, Prada R (2014b) iCO\(_2\): a networked game for collecting large-scale eco-driving behavior data. IEEE Int Comput 18(3):28–35

    Article  Google Scholar 

  • Rak SJ, Van Hook DJ (1996) Evaluation of grid-based relevance filtering for multicast group assignment. In: Proceedings of 14th DIS workshop on standards for the interoperability of distributed simulations, pp 739–747

  • Rao AS (1996) Agentspeak(l): BDI agents speak out in a logical computable language. In: Proceedings of the 7th European workshop on modelling autonomous agents in a multi-agent world : agents breaking away: agents breaking away (MAAMAW ’96), Springer, Secaucus, pp 42–55

  • Schmitt OH (1938) A thermionic trigger. J Sci Instrum 5:24–26

    Article  Google Scholar 

  • Smith DA, Kay A, Raab A, Reed DP (2003) Croquet : a collaboration system architecture. In: Proceedings of the first conference on creating connecting and collaborating through computing, ACM, pp 2–9

  • Tan G, Ayani R, Zhang Y, Moradi F (2000) Grid-based data management in distributed simulation. In: Proceedings of 33rd annual simulation symposium (SS 2000)

  • Teng J, Zhang B, Li X, Bai X, Xuan D (2011) E-Shadow: lubricating social interaction using mobile phones. In: Proceedings 31st international conference on distributed computing systems. pp 909–918

  • van den Berg M, Doirado E, van Nes R, van Lint H, Prendinger H, Hoogendoorn S (2012) Application of a 3D multi-user environment for research on travel choice behavior. The case of a Tsunami. In: Proceedings 13th international conference of the international association for travel behaviour research (IATBR’12)

  • Waldo J (2008) Scaling in games and virtual worlds. Commun ACM 51(8):38–44

    Article  Google Scholar 

Download references

Acknowledgements

We would like to thank Martin Lindner for implementing several components of DiVE. We would also like to thank Artur Gonçalves for strengthening the literature review of this paper. This work was partly supported by the ‘Global Lab’ NII Grand Challenge grant, a Kiban Kenkyu B grant from the Japan Society of the Promotion of Science (JSPS), and by FCT (INESC-ID multiannual funding) through the PIDDAC Program PEst- OE/EEI/LA0021/2011.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Helmut Prendinger.

Additional information

Helmut Prendinger, Raghvendra Jain, and Tristian Imbert have contributed equally to this paper.

Appendix

Appendix

See Table 1.

Table 1 Comparison of interest management in DiVE to selected related proposals

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Prendinger, H., Jain, R., Imbert, T. et al. Evaluation of 2D and 3D interest management techniques in the distributed virtual environment DiVE. Virtual Reality 22, 263–280 (2018). https://doi.org/10.1007/s10055-017-0322-3

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s10055-017-0322-3

Keywords

Navigation