• DocumentCode
    2964320
  • Title

    Performance evaluation of a proxy system for providing immersive audio communication to massively multi-player games

  • Author

    Nguyen, Cong Duc ; Safaei, Farzad ; Boustead, Paul

  • Author_Institution
    Telecommun. & Inf. Technol. Res. Inst., Wollongong Univ., NSW, Australia
  • fYear
    2004
  • fDate
    29 Nov.-3 Dec. 2004
  • Firstpage
    192
  • Lastpage
    199
  • Abstract
    In this paper, a distributed proxy architecture is introduced for the provisioning of an immersive audio communication service to massively multi-player online games. The immersive audio communication service enables each avatar to hear a realistic audio mix of conversations in its hearing range. In our earlier work, peer-to-peer and central server architectures have been proposed for this service. In this paper, a distributed proxy architecture with either using network multicast or unicast between proxies is introduced to address the limitations of the previous architectures. The main focus of this paper is to evaluate the bandwidth cost saving of network multicast in the distributed proxy architecture in different avatar grouping behaviours and distribution of game player scenarios. In addition, the effect of varying the number of proxy servers on communication delays and network bandwidth usages are investigated. We have developed a simulation environment that creates both the physical world (geographic distribution of participants and the Internet topology model) and the virtual world (distribution of avatars based on different avatar aggregation behaviors). Based on the simulation study, we provide recommendations on a cost-effective delivery architecture for this service.
  • Keywords
    Internet; avatars; computer games; distributed algorithms; multicast communication; network servers; peer-to-peer computing; telecommunication network topology; telecommunication services; Internet topology model; avatar distribution; central server architecture; cost-effective delivery architecture; distributed proxy architecture; immersive audio communication service; multicast communication; multiplayer online game; peer-to-peer architecture; unicast communication; virtual world; Auditory system; Avatars; Bandwidth; Costs; Delay effects; Internet; Network servers; Peer to peer computing; Unicast; Web server;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Global Telecommunications Conference Workshops, 2004. GlobeCom Workshops 2004. IEEE
  • Print_ISBN
    0-7803-8798-8
  • Type

    conf

  • DOI
    10.1109/GLOCOMW.2004.1417572
  • Filename
    1417572