• DocumentCode
    3424225
  • Title

    A Survey of P2P Virtual World Infrastructure

  • Author

    Bingqing Shen ; Jingzhi Guo ; Chen, Peng

  • Author_Institution
    Dept. of Comput. Sci. & Inf., Univ. of Macau, Macao, China
  • fYear
    2012
  • fDate
    9-11 Sept. 2012
  • Firstpage
    296
  • Lastpage
    303
  • Abstract
    With the development of computer science and virtual reality technology, virtual world evolves along the way of computer game development, from arcade games, console system games, LAN games, Internet connectivity games, unstructured games, games with player generation of content, worlds with designer-provided objectives, games with social networks, and open virtual worlds [1]. Traditional server-client structure does not scale well at least in the following three aspects which are limited number of players in each server, single point of failure risk, and unbalanced computation resource. This survey investigates another alternative, peer-to-peer (P2P) virtual world software infrastructure, to address these traditional architectural issues.
  • Keywords
    computer games; peer-to-peer computing; social networking (online); virtual reality; Internet connectivity games; LAN games; P2P virtual world infrastructure; arcade games; architectural issue; computer game development; computer science; console system games; peer-to-peer virtual world software infrastructure; social network; virtual reality technology; Computer architecture; Games; Network topology; Peer to peer computing; Scalability; Servers; Topology; Area of Interest (AoI); Peer-to-peer (P2P); Scalability; Virtual Environment; Virtual World;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    e-Business Engineering (ICEBE), 2012 IEEE Ninth International Conference on
  • Conference_Location
    Hangzhou
  • Print_ISBN
    978-1-4673-2601-8
  • Type

    conf

  • DOI
    10.1109/ICEBE.2012.55
  • Filename
    6468254