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Massively Distributed Virtual Worlds: A Framework Approach MaDViWorld: A Java Software Framework for Massively Distributed Virtual Worlds [chapter]

Patrik Fuhrer, Jacques Pasquier-Rocha
2003 Lecture Notes in Computer Science  
MaDViWorld is a Java framework for massively distributed virtual worlds.  ...  The aim of this paper is to briefly present the general concept of virtual worlds and then to focus on distributed and decentralized ones.  ...  Actually, MaDViWorld, the acronym of the software framework presented in this paper, stands for Massively Distributed Virtual World, since its subspaces are distributed on an arbitrarily large amount of  ... 
doi:10.1007/3-540-36520-6_10 fatcat:txhpbxh36vadjjthidlpflj3p4

An Extensible Event-Based Infrastructure for Networked Virtual Worlds

Jim Purbrick, Chris Greenhalgh
2003 Presence - Teleoperators and Virtual Environments  
This paper presents a new virtual environment platform that allows multiple infrastructure mechanisms to be added to and co-exist within the running system, with different elements of the virtual world  ...  This allows the virtual environment system to efficiently support a wider range of applications by, for example, having only certain virtual objects use conservative consistency and persistence.  ...  Acknowledgements We gratefully acknowledge funding from UK EPSRC research grant GR/M09223, "The Nature And Utility of Persistence in Virtual Environments". References  ... 
doi:10.1162/105474603763835341 fatcat:4bz2h4iosveqvnj2x6cqb7dzpq

Comparing properties of massively multiplayer online worlds and the Internet of Things

Kim Nevelsteen, Theo Kanter, Rahim Rahmani
2016 2016 IEEE Symposium on Computers and Communication (ISCC)  
A virtual world engine at the massively multiplayer scale is a massively multiplayer online world (MMOW); one thing virtual world engines realized when going into the scale of MMOs, is the cost of maintaining  ...  a potentially quadratic number of interactions between a massive number of objects, laid out in a spatial dimension.  ...  Acknowledgements Research was made possible by a grant from the Swedish Governmental Agency for Innovation Systems to the Mobile Life Vinn Excellence Center.  ... 
doi:10.1109/iscc.2016.7543704 dblp:conf/iscc/NevelsteenKR16 fatcat:e6bdexlorrcixhpi6fo5j2amzu

Event semantics in event dissemination architectures for massive multiuser virtual environments

Thomas Fischer, Richard Lenz
2010 Proceedings of the Fourth ACM International Conference on Distributed Event-Based Systems - DEBS '10  
As distributed applications in many domains grow more and more to a global scale, Massive Multiuser Virtual Environments (MMVEs) emerged in the gaming industry over the last years with an enormous monetary  ...  Current architectures use centralized approaches, which obviously do only scale to a certain point.  ...  a maximum of about 47 thousand concurrent players in one persistent virtual world [4] .  ... 
doi:10.1145/1827418.1827435 dblp:conf/debs/FischerL10 fatcat:ectsiqj2yzadtera47cxwewwo4

The HyperVerse: concepts for a federated and Torrent-based '3D Web'

Jean Botev, Alexander Hohfeld, Hermann Schloss, Ingo Scholtes, Peter Sturm, Markus Esch
2008 International Journal of Advanced Media and Communication  
The vision of a "3D Web" as a combination of massive online virtual environments and today's WWW currently attracts a lot of attention.  ...  Among these concepts, special emphasis is put on the usage of a two-tier Peer-to-Peer approach, the implementation of Torrent-based data distribution and the development of a graded consistency notion.  ...  By means of considering virtual geography and locality aspects that are inherent to virtual worlds, we argued that massive virtual environments can benefit from a Torrent-based data distribution much in  ... 
doi:10.1504/ijamc.2008.022219 fatcat:fq4j2iyejfhwjbncudovw7f6xq

Distributed Immersive Participation as Crowd-Sensing in Culture Events

Theo Kanter, Rahim Rahmani, Jamie Walters, Willmar Sauter
2014 Journal of Virtual Worlds Research  
In response to these challenges, we propose a framework for bringing about massive and real-time presence and awareness on the Internet through an Internet-of-Things infrastructure to connect artifacts  ...  The approach promotes user-driven content-creation and offsets economic models thereby rewarding creators and performers.  ...  The salient points here are the coexistence of spectator and actors in a virtual scene, hence a distributed world between belief and stories, as well as between the experiences of participants.  ... 
doi:10.4101/jvwr.v7i2.7083 fatcat:rfsw65qprjhndniziblnk2qgmi

Exploitation of event-semantics for distributed publish/subscribe systems in massively multiuser virtual environments

Thomas Fischer, Michael Daum, Florian Irmert, Christoph Neumann, Richard Lenz
2010 Proceedings of the Fourteenth International Database Engineering & Applications Symposium on - IDEAS '10  
Particularly, Massive Multiuser Virtual Environments (MMVEs), which allow for simultaneous activity of thousands of players in a virtual world, have been tremendously successful.  ...  Distributed event-based systems are a promising approach to reach both, performing and scalable architectures.  ...  MMVEs define a distributed virtual world shared by thousands of participants, each represented by an avatar, who compete and cooperate in one enormous persistent world.  ... 
doi:10.1145/1866480.1866494 dblp:conf/ideas/FischerDINL10 fatcat:6khheacjcnchze64gn3xsibzwe

Bridging the Gap between Networked Appliances and Virtual Worlds

P. Fergus, D. Llewellyn-Jones, M. Merabti, A. El Rhalibi
2007 21st International Conference on Advanced Information Networking and Applications Workshops (AINAW'07)  
We present a new approach demonstrated using a working prototype to implement a virtual world capable of operating a remote appliance, either via the device or via its digital avatar.  ...  is available within virtual worlds.  ...  The framework adopts a novel approach and provides a number of benefits.  ... 
doi:10.1109/ainaw.2007.114 dblp:conf/aina/FergusLMR07 fatcat:sxaea6sajffmtm7zl52joevsle

Team Collaboration in Virtual Worlds: Introduction to the Special Issue

Imed Boughzala, Gert-Jan Vreede, Moez Limayem
2012 Journal of the AIS  
Results from a year-long comparative field study of two teams (one using traditional collaboration technologies, the other one using a virtual world) demonstrate that the use of the virtual world environment  ...  A longitudinal field study of virtual world use for team collaboration" by Viswanath Venkatesh, lays an important foundation for discourse about the value of virtual worlds for team collaboration.  ...  The fourth paper, "A structured approach for designing collaboration experiences for virtual worlds" by Andreas Schmeil, Martin J.  ... 
doi:10.17705/1jais.00314 fatcat:ysuqyohzwraf3b4q7mnvv6qkgq

Using Value Nets to Map Emerging Business Models in Massively Multiplayer Online Games

Tiago Alves, Licino Roque
2005 Pacific Asia Conference on Information Systems  
When approaching the Value Creation System as a Value Net the goal is to think outside the conceptual box of Value Chains and understand how the different activities interact, by exposing the multiplicity  ...  In doing this study the authors are attempting to synthesize a new Business Model proposal that could underlie the development of an infrastructure for the collaborative creation, distribution and exploration  ...  for a study of value relationships in the study of massively multiplayer online games creation, distribution and play.  ... 
dblp:conf/pacis/AlvesR05 fatcat:axeyqbkkajcqnch3jdi7o3njn4

Mammoth

Jörg Kienzle, Clark Verbrugge, Bettina Kemme, Alexandre Denault, Michael Hawker
2009 Proceedings of the 4th International Conference on Foundations of Digital Games - FDG '09  
This paper presents Mammoth, a massively multiplayer game research framework designed for experimentation in an academic setting.  ...  This paper focuses on the Mammoth architecture, demonstrating how good design practices can be used to create a modular framework where researchers from different research domains can conduct their experiments  ...  MAMMOTH Mammoth is a massively multiplayer game research framework.  ... 
doi:10.1145/1536513.1536566 dblp:conf/fdg/KienzleVKDH09 fatcat:s3lsoyqctfdvdbedtaaiv5rege

The H-N2N framework: towards providing interperception in massive applications

Aquiles M. F. Burlamaqui, Samuel O. Azevedo, Rummenigge Rudson Dantas, Claudio A. Schneider, Josivan S. Xavier, Julio C. P. Melo, Luiz M. G. Gonçalves, Guido L. S. Filho, Jauvane C. de Oliveira
2009 Multimedia tools and applications  
We propose a framework with a flexible architecture that have been designed and implemented for collaborative interaction of users, to be applied in massive applications through the Web.  ...  We introduce the concept of interperception and use technologies as massive virtual environments and teleoperation for the creation of environments (mixing virtual and real ones) in order to promote accessibility  ...  The H-N2N framework The H-N2N framework has been developed aiming at simplifying the construction of distributed, collaborative and massive systems, without losses in the Quality of Service (QoS) [22]  ... 
doi:10.1007/s11042-009-0305-9 fatcat:dljk323pavedbpocnld43zavxi

Guest Editors' Introduction: Cross-Reality Environments

Joseph A. Paradiso, James A. Landay
2009 IEEE pervasive computing  
Freedman, and Philip Levis that overviews a collaboration between Stanford and Princeton aimed at defining a general purpose framework for online virtual worlds called Meru.  ...  framework called DejaVu that detects real-world phenomena from sensor data and manifests it in virtual environments.  ... 
doi:10.1109/mprv.2009.47 fatcat:6g326fsstjcmpjsdjsbc2ksfpm

Emerging CAE technologies and their role in Future Ambient Intelligence Environments

Ahmed Noor
2011 Open Engineering  
3D virtual world facilities; development chain management systems and facilities (incorporating a synergistic combination of intelligent engineering and management tools); nontraditional methods; intelligent  ...  and virtual worlds; novel human-computer interfaces; and powerful game engines and facilities.  ...  Experience gained from Massively Multiplayer Online Role Playing Games (MMORPG); mashing the virtual worlds with web 2.0/3.0; and the Metaverse concept can be used to develop a Massively Multiorganization  ... 
doi:10.2478/s13531-010-0001-6 fatcat:y3wcurvku5ag3fp2fo5npyz3oa

Unearthing Virtual History: Using Diverse Interfaces to Reveal Hidden Virtual Worlds [chapter]

Steve Benford, John Bowers, Paul Chandler, Luigina Ciolfi, Martin Flintham, Mike Fraser, Chris Greenhalgh, Tony Hall, Sten Olof Hellström, Shahram Izadi, Tom Rodden, Holger Schnädelbach (+1 others)
2001 Lecture Notes in Computer Science  
This application provides visitors with ubiquitous access to a parallel virtual world as they move through an extended physical space.  ...  Finally, we discuss potential benefits of using diverse devices to make a shared underlying virtual world ubiquitously available throughout physical space.  ...  Acknowledgements This work has been carried out within the SHAPE project under the European V Framework Disappearing Computer Initiative and the EQUATOR Interdisciplinary Research Collaboration funded  ... 
doi:10.1007/3-540-45427-6_18 fatcat:hdquk4akjbaybl73r6cfsopdge
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