Recently, there are many studies regarding to MR (Mixed Reality) and AR (Augmented Reality)(ARtoolkit; Fudono et al. (2005); Ichikari et al. (2006)). Many research efforts have also been made for NVE (Networked Virtual Environment) and CSCW (Computer Supported Cooperative Work) (Fujimoto & Ishibashi (2005); Yang et al. (2010)). These technologies allow remote users to participate in social activities such as shopping, exhibition, sports, and game which are held in real space. However, VE requires high performance servers and high speed networks for supporting massively many users. AR and MR often require special devices (e.g. a motion capturing suit, an immersive display, a camera array, and so on) for capturing movements of users in a real world and reflecting them into a virtual space. In order to utilize VE and AR/MR for various purposes, a technology for realizing these techniques with low cost is essential. In our target application systems, the data amount exchanged between users is much bigger than that in typical network games, because we would like to capture and reflect more realistic and complex movement of objects for smooth interaction. However, we should notice that the available communication bandwidth in the Internet is limited. We introduce a DVE (Distributed Virtual Environment) mechanism to solve these problems. In order to realize the DVE mechanism, the following five criteria should be satisfied: (1) real and virtual users share a common virtual space; (2) users can freely change their positions and directions, and the changes are instantly reflected in other users' views; (3) each user can introduce objects into the shared space, and make actions, such as pushing and holding objects, and reaction should be reflected in other users' views; (4) the required apparatuses should not be special nor expensive; and (5) a massive number of objects can exist in the shared space.