Title :
DICE: Internet delivery of immersive voice communication for crowded virtual spaces
Author :
Boustead, Paul ; Safaei, Farzad ; Dowlatshahi, Mehran
Author_Institution :
Telecommun. & IT Res. Inst., Wollongong Univ., NSW, Australia
Abstract :
This paper develops a scalable system design for the creation, and delivery over the Internet, of a realistic voice communication service for crowded virtual spaces. Examples of crowded spaces include virtual market places or battlefields in online games. A realistic crowded audio scene including spatial rendering of the voices of surrounding avatars is impractical to deliver over the Internet in a peer-to-peer manner due to access bandwidth limitations and cost. A brute force server model, on the other hand, will face significant computational costs and scalability issues. This paper presents a novel server-based architecture for this service that performs simple operations in the servers (including weighted mixing of audio streams) to cope with access bandwidth restrictions of clients, and uses spatial audio rendering capabilities of the clients to reduce the computational load on the servers. This paper then examines the performance of two components of this architecture: angular clustering and grid summarization. The impact of two factors, namely a high density of avatars and realistic access bandwidth limitations, on the quality and accuracy of the audio scene is then evaluated using simulation results.
Keywords :
Internet; audio coding; avatars; client-server systems; computer games; rendering (computer graphics); voice communication; DICE; Internet delivery; access bandwidth restrictions; angular clustering; audio scene; audio streams; avatars; battlefields; brute force server model; client-server system; crowded virtual spaces; grid summarization; immersive voice communication; networked games; online games; peer-to-peer computing; realistic voice communication service; scalable system design; server-based architecture; virtual environments; virtual market; virtual reality; voice spatial rendering; Avatars; Bandwidth; Computational efficiency; Computer architecture; Costs; Layout; Peer to peer computing; Scalability; Web and internet services; Web server;
Conference_Titel :
Virtual Reality, 2005. Proceedings. VR 2005. IEEE
Conference_Location :
Bonn
Print_ISBN :
0-7803-8929-8
DOI :
10.1109/VR.2005.1492751