• DocumentCode
    3076060
  • Title

    SimP2P: A Peer-to-Peer System for Texture Distribution in Social Virtual Worlds

  • Author

    Santos, Marcelo ; Fernandes, Stenio ; Kamienski, Carlos

  • Author_Institution
    Fed. Univ. of the ABC, Brazil
  • fYear
    2011
  • fDate
    5-9 Dec. 2011
  • Firstpage
    1
  • Lastpage
    5
  • Abstract
    Social virtual worlds (MMOW) allow users to dynamically create new content with high degree of personalization and immersion in shared real time environments. Popular MMOWs, such as Second Life (SL), are based on a Client/Server (C/S) approach for guaranteeing a shared consistent view of the virtual world, thus generating high network traffic volumes. This is due to the intrinsic features of MMOWs, where servers keep most information of the virtual environment, unlike some other types of virtual worlds, such as Massively Multiplayer Online Games (MMOG), such as World of Warcraft, where clients keep all objects and textures stored locally. Although the C/S approach is universally used because it is reliable and easily controlled, it poses a high burden on server hardware and bandwidth. In this paper, we propose SimP2P, a peer- to-peer approach for sharing textures among clients for MMOW environments, such as OpenSim. Our results show that SimP2P is able to decrease significantly the traffic sent by the OpenSim server, as well as to provide a much better Quality of Experience (QoE) for users, measured by texture response time.
  • Keywords
    client-server systems; computer games; peer-to-peer computing; social networking (online); telecommunication traffic; virtual reality; MMOW environment; OpenSim server; Second Life; SimP2P; World of Warcraft; client/server approach; massively multiplayer online games; network traffic volume; peer-to-peer system; personalization; popular MMOW; quality of experience; shared real time environment; social virtual world; texture distribution; texture response time; virtual environment; Avatars; Computer architecture; Games; Peer to peer computing; Second Life; Servers; Throughput;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Global Telecommunications Conference (GLOBECOM 2011), 2011 IEEE
  • Conference_Location
    Houston, TX, USA
  • ISSN
    1930-529X
  • Print_ISBN
    978-1-4244-9266-4
  • Electronic_ISBN
    1930-529X
  • Type

    conf

  • DOI
    10.1109/GLOCOM.2011.6133941
  • Filename
    6133941