DocumentCode :
2058924
Title :
Distributed avatar management for Second Life
Author :
Varvello, Matteo ; Ferrari, Stefano ; Biersack, Ernst ; Diot, Christophe
Author_Institution :
Thomson, Paris, France
fYear :
2009
fDate :
23-24 Nov. 2009
Firstpage :
1
Lastpage :
6
Abstract :
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.
Keywords :
avatars; client-server systems; peer-to-peer computing; Delaunay overlay; Planetlab; Second Life; client-server architecture; distributed avatar management; peer-to-peer approach; Avatars; Bandwidth; Buildings; Costs; Extraterrestrial measurements; Internet; Peer to peer computing; Scalability; Second Life; Telecommunication traffic;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Network and Systems Support for Games (NetGames), 2009 8th Annual Workshop on
Conference_Location :
Paris
Print_ISBN :
978-1-4244-5603-1
Electronic_ISBN :
978-1-4244-5604-8
Type :
conf
DOI :
10.1109/NETGAMES.2009.5446230
Filename :
5446230
Link To Document :
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