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Improving content download performance in online virtual worlds

Published: 06 May 2010 Publication History

Abstract

Virtual worlds differ from other online game services by providing features and services that allow users to create their own unique graphical 3D content to dynamically modify the virtual world. These features place significant demands on servers, clients, and the network. As virtual worlds evolve to support more users, interactions and higher-resolution graphics these demands will continue to increase. This paper describes an experimental implementation of a user-generated content download/cache management technique. This technique was tested against a commercial virtual world service and demonstrated effective in reducing network load without introducing additional inefficiencies. This work has shown it is possible to reduce the network demands of user-generated content on virtual world services entirely through a more efficient loading scheme without increasing the speed of graphical or network processing hardware or bandwidth.

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Blizzard Entertainment, 2004. World of Warcraft. Blizzard
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Kumar, S., Chhugani, J., Changkyu Kim, Daehyun Kim, Nguyen, A., Dubey, P., Bienia, C., and Youngmin Kim. 2008. Second Life and the New Generation of Virtual Worlds, Computer, 41, 9, 46--53.
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Linden Lab. 2003. Second Life. Linden Lab. www.secondlife.com.
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Multiverse Network, Inc. 2006. Multiverse. www.multiverse.net
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Pallis, G., Vakali, A. 2006. Insight and Perspectives for Content Delivery Networks, Communications of the ACM, 49, 1, 101--106.
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Pearce, C. 2006. Productive Play: Games Culture from the Bottom Up, Games and Culture, 1, 1, 17--24.
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Symborski, C. 2008. Scalable User Content Distribution for Massively Multiplayer Online Worlds, Computer, 41, 9, 38--44
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There, Inc. 2003. There.com. Makena Technologies. www.there.com (Commercial service closed as of March 9, 2010)

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cover image ACM Other conferences
Futureplay '10: Proceedings of the International Academic Conference on the Future of Game Design and Technology
May 2010
282 pages
ISBN:9781450302357
DOI:10.1145/1920778
  • Conference Chairs:
  • Bill Kapralos,
  • Andrew Hogue,
  • Simon Xu
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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  • Algoma University College

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 06 May 2010

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Author Tags

  1. MMOG
  2. content management
  3. massively multiplayer online games
  4. networked games
  5. networked graphics
  6. online games
  7. virtual worlds

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  • Research-article

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Futureplay '10
Sponsor:
Futureplay '10: Futureplay '10 @ GDC Canada
May 6 - 7, 2010
British Columbia, Vancouver, Canada

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