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Textures in Second Life: Measurement and Analysis
"... We collected packet traces from Second Life client sessions and analyzed the packet contents. We observed that textures constitute a majority of the network traffic. We further characterized the textures from three selected regions in Second Life in terms of their size and spatial distributions. We ..."
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We collected packet traces from Second Life client sessions and analyzed the packet contents. We observed that textures constitute a majority of the network traffic. We further characterized the textures from three selected regions in Second Life in terms of their size and spatial distributions. We found that textures in these regions exhibit a different size distribution from files on a file system or documents on the Web. We also verified the intuition that texture objects are spatially non-uniformly distributed. Surprisingly, we found that the selected Second Life regions can contain up to hundreds of megabytes of textures, and there exist locations in these regions that encompass a large portion of these textures within their area-of-interest. Our work motivates the need to manage textures carefully and efficiently in the design of networked virtual environments such as Second Life, and hints at the amount of storage and bandwidth required at a peer if peer-to-peer techniques are applied for texture caching. Our traces are useful for simulation studies and can lead to a model to generate realistic workload for networked virtual environments. 1.
An analysis of social gaming networks in online and face to face bridge communities
- in Proc. of the Int. workshop on Large-scale System and Application Performance (LSAP
, 2011
"... Online social games are Internet-based games that use the social networks formed by players to extend in-game functionality. For example, gamers participating in the BBO Fans community combine online bridge play with social networking. Despite an increase in the popularity of online social gaming—cu ..."
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Online social games are Internet-based games that use the social networks formed by players to extend in-game functionality. For example, gamers participating in the BBO Fans community combine online bridge play with social networking. Despite an increase in the popularity of online social gaming—currently, there exist over one million online bridge players—, and of decades of research on social networks, the activity characteristics and the community structure of online social gaming remain relatively unknown. In this work we investigate and contrast these aspects for two bridge communities, BBO Fans (online) and Locomotiva (face to face). We propose the use of playing relationships instead of traditional social relationships such as friends and friends-of-friends. Using long-term, large-scale data we have collected from both the online and face to face bridge communities, we analyze user behavior, social network structure, and playing style in bridge communities. We find many similar characteristics in the two studied communities, but we also find more variation in the activity levels and fewer stable partnerships for the face to face bridge community.
Network traces of virtual worlds: Measurements and applications
- in Proc. of ACM Multimedia Systems (MMSys’11
, 2011
"... Although network traces of virtual worlds are valuable to ISPs (Internet service providers), virtual world software developers, and research communities, they do not exist in the public domain. In this work, we implement a complete testbed to efficiently collect and analyze network traces from a pop ..."
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Although network traces of virtual worlds are valuable to ISPs (Internet service providers), virtual world software developers, and research communities, they do not exist in the public domain. In this work, we implement a complete testbed to efficiently collect and analyze network traces from a popular virtual world: Second Life. We use the testbed to gather traces from 100 regions with diverse characteristics. The network traces represent more than 60 hours of virtual world traffic and the trace files are created in a wellstructured and concise format. Our preliminary analysis on the collected traces is consistent with previous work in the literature. It also reveals some new insights: for example, local avatar/object density imposes clear implications on traffic patterns. The developed testbed and released trace files can be leveraged by research communities for various studies on virtual worlds. For example, accurate traffic models can be derived from our trace files, which in turn can guide developers for better virtual world designs.
User behavior, social networking, and playing style in online and face to face bridge communities
- TU Delft, Tech.Report, Oct 2010, [Online] Available
"... Traditional games have recently started to become online social games. Once accessible only through face to face encounters or slow mail exchanges, games such as bridge, chess, and go are now played online by millions of gamers. ..."
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Traditional games have recently started to become online social games. Once accessible only through face to face encounters or slow mail exchanges, games such as bridge, chess, and go are now played online by millions of gamers.
Mongoose: throughput redistributing virtual world
- in Proceedings of the 21st IEEE International Conference on Computer Communication Networks (ICCCN 2012) IEEE, International Conference on Computer Communication Networks (ICCCN
, 2012
"... Abstract—Metaverses provide a framework for developing distributed 3D Internet applications where users gain presence through the proxy of an avatar. They offer much of the engage-ment of on line 3D games but support heterogeneous applications. From the network perspective metaverses are similar to ..."
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Abstract—Metaverses provide a framework for developing distributed 3D Internet applications where users gain presence through the proxy of an avatar. They offer much of the engage-ment of on line 3D games but support heterogeneous applications. From the network perspective metaverses are similar to games in that timeliness is important but differ in that their traffic is less regular and requires more bandwidth. The motivation for our study flows from using virtual worlds to support experiential learning and to promote cultural heritage; the applicability of the results is wider. The responsiveness of the system is effected by interactions between avatar activity, application traffic regulation and network conditions. Through measurement and analysis current virtual world traffic regulation is evaluated and compared with Transmission Control Protocol fair rate. The measurement study motivates the design of Mongoose, which adds measurement based packet regulation to open virtual world clients and servers. Mongoose combines isolating distinct functional components with efficient use of network resources and fairness to other traffic. I.
andrews.ac.uk
"... Metaverses such as Second Life (SL) are a relatively new type of Internet application. Their functionality is similar to online 3D games but differs in that users are able to con-struct the environment their avatars inhabit and are not constrained by predefined goals. From the network perspec-tive m ..."
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Metaverses such as Second Life (SL) are a relatively new type of Internet application. Their functionality is similar to online 3D games but differs in that users are able to con-struct the environment their avatars inhabit and are not constrained by predefined goals. From the network perspec-tive metaverses are similar to games in that timeliness is important but differ in that their traffic is much less regular and requires more bandwidth. This paper contributes to our understanding of metaverse traffic by validating previous studies and offering new in-sights. In particular we analyse the relationships between application functionality, SL’s traffic control system and the wider network environment. Two sets of studies have been carried out: one of the traffic generated by a hands-on work-shop which used SL; and a follow up set of controlled exper-iments to clarify some of the findings from the first study. The interplay between network latency, SL’s traffic throttle settings, avatar density, and the errors in the client’s esti-mation of avatar positions are demonstrated. These insights are of particular interest to those designing traffic manage-ment schemes for metaverses and help explain some of the oddities in the current user experience.
Towards the 3D Web with Open Simulator
"... Abstract—Continuing advances and reduced costs in com-putational power, graphics processors and network bandwidth have led to 3D immersive multi-user virtual worlds becoming increasingly accessible while offering an improved and engaging Quality of Experience. At the same time the functionality of t ..."
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Abstract—Continuing advances and reduced costs in com-putational power, graphics processors and network bandwidth have led to 3D immersive multi-user virtual worlds becoming increasingly accessible while offering an improved and engaging Quality of Experience. At the same time the functionality of the World Wide Web continues to expand alongside the computing infrastructure it runs on and pages can now routinely accom-modate many forms of interactive multimedia components as standard features- streaming video for example. Inevitably there is an emerging expectation that the Web will expand further to incorporate immersive 3D environments. This is exciting because humans are well adapted to operating in 3D environments and it is challenging because existing software and skill sets are focused around competencies in 2D Web applications. Open Simulator (OpenSim) is a freely available open source tool-kit that empowers users to create and deploy their own 3D environments in the same way that anyone can create and deploy a Web site. Its characteristics can be seen as a set of references as to how the 3D Web could be instantiated. This paper describes experiments carried out with OpenSim to better understand network and system issues, and presents experience in using OpenSim to develop and deliver applications for education and cultural heritage. Evaluation is based upon observations of these applications in use and measurements of systems both in the lab and in the wild.
Composition of the doctoral committee:
, 2015
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A hybrid peer-to-peer middleware plugin for an existing client/server massively multiplayer online game
, 2014
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