2008
DOI: 10.1109/mc.2008.398
|View full text |Cite
|
Sign up to set email alerts
|

Second Life and the New Generation of Virtual Worlds

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
79
0
2

Year Published

2010
2010
2023
2023

Publication Types

Select...
3
3
2

Relationship

0
8

Authors

Journals

citations
Cited by 135 publications
(86 citation statements)
references
References 4 publications
0
79
0
2
Order By: Relevance
“…Different from online games that distribute static game data to users using physical media such as DVDs, virtual worlds consist of user-generated and dynamic inworld objects that can only be downloaded on demand. The bandwidth requirements of virtual worlds therefore are much higher than online games [Kumar et al 2008]. More importantly, our analysis, presented in Section 4, reveals that the bandwidth requirement of a virtual world client highly depends on the avatar's current action and region.…”
Section: Introductionmentioning
confidence: 94%
See 1 more Smart Citation
“…Different from online games that distribute static game data to users using physical media such as DVDs, virtual worlds consist of user-generated and dynamic inworld objects that can only be downloaded on demand. The bandwidth requirements of virtual worlds therefore are much higher than online games [Kumar et al 2008]. More importantly, our analysis, presented in Section 4, reveals that the bandwidth requirement of a virtual world client highly depends on the avatar's current action and region.…”
Section: Introductionmentioning
confidence: 94%
“…We consider both cases because viewer cache can significantly reduce network traffic amount [Kumar et al 2008]. We will see, in Section 5, that uncached and cached traces lead to diverse traffic models.…”
Section: Trace Collectionmentioning
confidence: 99%
“…However, all existing commercial NVE projects are based on a client-server architecture which usually implies poor scalability: constraints are generally added to artificially limit the scale, hiding this defect [16]. For instance, the Second Life world [35] is partitioned into separate regions called "islands", each of them being limited in number of simultaneous users and the World of Warcraft game [36] is splited into separated realms.…”
Section: Realistic Movement Trace Generationmentioning
confidence: 99%
“…This necessarily implies poor scalability for NVE applications and expensive financial cost for the NVE provider [16,2]. To face these limitations, a new generation of decentralized NVEs based on peer-to-peer overlays has emerged [15,3,4,12,11].…”
Section: Introductionmentioning
confidence: 99%
“…From this perspective, many rich open systems, formed from networked 3D virtual environments such as online games, non-gaming applications or some entertainment context are all potential (programmable) environments, since they offer sufficient variety to simulate real and semi-real world situations. Second Life [27] is an obvious representative example of a 3D virtual environment: it provides a sophisticated, dynamic and realistic virtual world as if duplicating the modern human society with avatars and 3D objects [26]. Such a virtual world may encourage advances in agent intelligence, through the demands of sensing and interaction, as agents are situated in more and more complex, dynamic or realistic environments.…”
Section: Introductionmentioning
confidence: 99%