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Visibility-based interest management in collaborative virtual environments

Published: 30 September 2002 Publication History

Abstract

One of the challenges facing developers of large-scale and content-rich Collaborative Virtual Environments is the lack of bandwidth to support the exchange of information between participants. It is usually not feasible for all participants to receive all the data produced by all other participants. It is therefore necessary to filter out some of such data for every user according to their interest. This paper presents an interest management mechanism based on each user's visibility of others. Its main features include occlusion awareness and visibility-based filtering, no need for a server and renderer-based visibility calculation.

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Cited By

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  • (2024)Area of Interest Management in Massively Multiplayer Online GamesEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_239(123-125)Online publication date: 5-Jan-2024
  • (2022)SocialSlider: Changing the Transparency of AvatarsProceedings of the Augmented Humans International Conference 202210.1145/3519391.3519392(276-283)Online publication date: 13-Mar-2022
  • (2018)Evaluation of 2D and 3D interest management techniques in the distributed virtual environment DiVEVirtual Reality10.1007/s10055-017-0322-322:3(263-280)Online publication date: 1-Sep-2018
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cover image ACM Conferences
CVE '02: Proceedings of the 4th international conference on Collaborative virtual environments
September 2002
170 pages
ISBN:1581134894
DOI:10.1145/571878
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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New York, NY, United States

Publication History

Published: 30 September 2002

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  1. AoIM
  2. CVE

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CVE02: Collaborative Virtual Environments
September 30 - October 2, 2002
Bonn, Germany

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Cited By

View all
  • (2024)Area of Interest Management in Massively Multiplayer Online GamesEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_239(123-125)Online publication date: 5-Jan-2024
  • (2022)SocialSlider: Changing the Transparency of AvatarsProceedings of the Augmented Humans International Conference 202210.1145/3519391.3519392(276-283)Online publication date: 13-Mar-2022
  • (2018)Evaluation of 2D and 3D interest management techniques in the distributed virtual environment DiVEVirtual Reality10.1007/s10055-017-0322-322:3(263-280)Online publication date: 1-Sep-2018
  • (2018)Area of Interest Management in Massively Multiplayer Online GamesEncyclopedia of Computer Graphics and Games10.1007/978-3-319-08234-9_239-1(1-3)Online publication date: 14-Feb-2018
  • (2014)Interest management for distributed virtual environmentsACM Computing Surveys10.1145/253541746:4(1-42)Online publication date: 1-Mar-2014
  • (2010)An Engine Selection Methodology for High Fidelity Serious GamesProceedings of the 2010 Second International Conference on Games and Virtual Worlds for Serious Applications10.1109/VS-GAMES.2010.26(27-34)Online publication date: 25-Mar-2010
  • (2008)Spotlight interest management for distributed virtual environmentsProceedings of the 14th Eurographics conference on Virtual Environments10.5555/2383773.2383794(119-126)Online publication date: 29-May-2008
  • (2006)Comparing interest management algorithms for massively multiplayer gamesProceedings of 5th ACM SIGCOMM workshop on Network and system support for games10.1145/1230040.1230069(6-es)Online publication date: 30-Oct-2006
  • (2006)End System Multicast routing for multi-party videoconferencing applicationsComputer Communications10.1016/j.comcom.2005.12.00929:11(2046-2065)Online publication date: 1-Jul-2006
  • (2004)The need for real time consistency management in P2P mobile gaming environmentsProceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology10.1145/1067343.1067368(203-211)Online publication date: 2-Sep-2004
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