Abstract | ||
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Second Life (SL) is currently the most popular social virtual world, i.e., a digitalization of the real world where avatars can meet, socialize and trade. SL is managed through a Client/Server (C/S) architecture with a very high cost and limited scalability. A scalable and cheap alternative to C/S is to use a Peer-to-Peer (P2P) approach, where SL users rely only on their own resources (storage, CPU and bandwidth) to run the virtual world. We develop a SL client that allows its users to take advantage of a P2P network structured as a Delaunay overlay. We compare the performance of a P2P and C/S architecture for Second Life, executing several instances of our client over Planetlab and populating a SL region with our controlled avatars. Avatar mobility traces collected in SL are used to drive avatar behaviors. The results show that P2P improves user experience by about 20% compared to C/S (measured in term of consistency). Avatar interactivity is also 5 times faster in P2P than in C/S. |
Year | DOI | Venue |
---|---|---|
2009 | 10.1109/NETGAMES.2009.5446230 | Network and Systems Support for Games |
Keywords | Field | DocType |
avatar interactivity,avatar mobility,p2p network,controlled avatar,sl user,second life,sl client,avatar management,avatar behavior,popular social virtual world,sl region,servers,p2p,measurement,user experience,data structures,virtual worlds,client server architecture,client server | Interactivity,PlanetLab,User experience design,Computer science,Server,Avatar,Distributed computing,Client–server model,Data structure,Simulation,Multimedia,Operating system,Scalability | Conference |
ISSN | ISBN | Citations |
2156-8146 | 978-1-4244-5604-8 | 6 |
PageRank | References | Authors |
0.51 | 15 | 4 |
Name | Order | Citations | PageRank |
---|---|---|---|
Matteo Varvello | 1 | 797 | 48.31 |
Stefano Ferrari | 2 | 6 | 0.51 |
Ernst Biersack | 3 | 2176 | 220.80 |
Christophe Diot | 4 | 7831 | 590.69 |