2012 IEEE 18th International Conference on Parallel and Distributed Systems 2012
DOI: 10.1109/icpads.2012.87
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Quality of Experience-Aware Event Synchronization for Distributed Virtual Worlds

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Cited by 3 publications
(3 citation statements)
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“…Game designers can change the design of their DVEs, by reducing or limiting the chance that users are controlling avatars in the shared-zones (e.g., the border of each sub-map can be designed to be uninteresting to players). Moveover, game designers can adopt multiple levels of consistency-control protocols for different scenarios [Krammer et al 2012 protocols can be used for important scenarios, such as trading, which require strong consistency, whereas weak consistency protocols can be used for less important scenarios, such as avatar movement. We discuss next two possible solutions, the two-phase commit protocol and dead-reckoning.…”
Section: Implications and Limitationsmentioning
confidence: 99%
See 1 more Smart Citation
“…Game designers can change the design of their DVEs, by reducing or limiting the chance that users are controlling avatars in the shared-zones (e.g., the border of each sub-map can be designed to be uninteresting to players). Moveover, game designers can adopt multiple levels of consistency-control protocols for different scenarios [Krammer et al 2012 protocols can be used for important scenarios, such as trading, which require strong consistency, whereas weak consistency protocols can be used for less important scenarios, such as avatar movement. We discuss next two possible solutions, the two-phase commit protocol and dead-reckoning.…”
Section: Implications and Limitationsmentioning
confidence: 99%
“…STM may have high overheads and transaction abort rates; thus, fine tuning of transactions and even redesign of game logic are needed. [Zhang and Kemme 2011] and [Krammer et al 2012] use different consistency protocols for different events. [Tang and Zhou 2010] use multiple update frequencies for avatars to improve time-space consistency.…”
Section: Consistency Controlmentioning
confidence: 99%
“…State needs to be replicated for many users to see, and game state changes not only due to user-initiated actions but also with the advance of in-game time [18]. Although early work exists on the consistency-scalability tradeoff, such as using dead-reckoning [19] and distributed transactions [20], and varying consistency by scenario [21], we believe this challenge remains open.…”
Section: Challenges and Opportunities In Virtual-world Managementmentioning
confidence: 99%