[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/1730836.1730873acmconferencesArticle/Chapter ViewAbstractPublication PagesmmsysConference Proceedingsconference-collections
research-article

Virtual worlds, real traffic: interaction and adaptation

Published: 22 February 2010 Publication History

Abstract

Metaverses such as Second Life (SL) are a relatively new type of Internet application. Their functionality is similar to online 3D games but differs in that users are able to construct the environment their avatars inhabit and are not constrained by predefined goals. From the network perspective metaverses are similar to games in that timeliness is important but differ in that their traffic is much less regular and requires more bandwidth
This paper contributes to our understanding of metaverse traffic by validating previous studies and offering new insights. In particular we analyse the relationships between application functionality, SL's traffic control system and the wider network environment. Two sets of studies have been carried out: one of the traffic generated by a hands-on workshop which used SL; and a follow up set of controlled experiments to clarify some of the findings from the first study. The interplay between network latency, SL's traffic throttle settings, avatar density, and the errors in the client's estimation of avatar positions are demonstrated. These insights are of particular interest to those designing traffic management schemes for metaverses and help explain some of the oddities in the current user experience.

References

[1]
Allman, M., Paxson, V., and Stevens, W. TCP Congestion Control. RFC 2581 (Proposed Standard), Apr. 1999. Updated by RFC 3390.
[2]
Antonello, R., Fernandes, S., Moreira, J., Cunha, P., Kamienskia, C., and Sadok, D. Traffic Analysis and Synthetic Models of Second Life. ACM/Springer Multimedia Systems Journal (2008).
[3]
Balakrishnan, H., and Seshan, S. The Congestion Manager. RFC 3124 (Proposed Standard), June 2001.
[4]
Bansal, D., and Balakrishnan, H. Binomial Congestion Control Algorithms. In IEEE Infocom 2001 (Anchorage, AK, April 2001).
[5]
Blake, S., Black, D., Carlson, M., Davies, E., Wang, Z., and Weiss, W. An Architecture for Diýerentiated Service. RFC 2475 (Informational), Dec. 1998. Updated by RFC 3260.
[6]
Chen, K.-T., Huang, P., Huang, C.-Y., and Lei, C.-L. Game traffic analysis: an MMORPG perspective. In NOSSDAV '05: Proceedings of the international workshop on Network and operating systems support for digital audio and video (New York, NY, USA, 2005), ACM, pp. 19--24.
[7]
Chen, K.-T., Huang, P., and Lei, C.-L. How sensitive are online gamers to network quality? Commun. ACM 49, 11 (2006), 34--38.
[8]
Claypool, M. The effect of latency on user performance in real-time strategy games. Computer Networks 49, 1 (2005), 52--70.
[9]
Claypool, M., and Claypool, K. Latency and player actions in online games. Commun. ACM 49, 11 (2006), 40--45.
[10]
Dijkstra, E. Making a Translator for ALGOL 60. APIC Bull 7 (1961), 3--11.
[11]
Feng, W.-c., Chang, F., Feng, W.-c., and Walpole, J. A traffic characterization of popular on-line games. IEEE/ACM Trans. Netw. 13, 3 (2005), 488--500.
[12]
Fernandes, S., Antonello, F., Moreira, J., Sadok, D., and Kamienski, C. Traffic Analysis Beyond This World: The Case of Second Life. In 7th International workshop on Network and Operating Systems Support for Digital Audio & Video (NOSSDAV) 2007 (2007).
[13]
Floyd, S., Handley, M., and Kohler, E. Problem Statement for the Datagram Congestion Control Protocol (DCCP). RFC 4336 (Informational), Mar. 2006.
[14]
Getchell, K., Miller, A., Allison, C., and Sweetman., R. Exploring the Second Life of a Byzantine Basilica, vol. Serious Games on the Move. SpringerWien, 2009, pp. 165--180.
[15]
Handley, M., Floyd, S., Padhye, J., and Widmer, J. TCP Friendly Rate Control (TFRC): Protocol Specification. RFC 3448 (Proposed Standard), Jan. 2003.
[16]
Hemminger, S. Network emulation with NetEm. In Linux Conf Au (2005).
[17]
Henderson, T. Latency and user behaviour on a multiplayer game server. In NGC '01: Proceedings of the Third International COST264 Workshop on Networked Group Communication (London, UK, 2001), Springer-Verlag, pp. 1--13.
[18]
Henderson, T., and Bhatti, S. Networked games: a QoS-sensitive application for QoS-insensitive users? In RIPQoS '03: Proceedings of the ACM SIGCOMM workshop on Revisiting IP QoS (New York, NY, USA, (2003), ACM, pp. 141--147.
[19]
Jacobson, V. Congestion Avoidance and Control. ACM SIGCOMM Comput. Commun. Rev. 18, 4 (1988), 314--329.
[20]
Jain, R., Chiu, D. M., and Hawe, W. A quantitative measure of fairness and discrimination for resource allocation in shared systems. Tech. Rep. DEC TR--301, Digital Equipment Corporation, Littleton, MA, 1984.
[21]
Kinicki, J., and Claypool, M. Traffic Analysis of Avatars in Second Life. In Proceedings of the 18th ACM International Workshop on Network and Operating Systems Support for Digital Audio and Video (NOSSDAV) (Braunschweig, Germany, May 2008).
[22]
Kumar, S., Chhugani, J., Kim, C., Kim, D., Nguyen, A., Dubey, P., Bienia, C., and Kim, Y. Second life and the new generation of virtual worlds. Computer 41, 9 (2008), 46--53.
[23]
La, C.-A., and Michiardi., P. Characterizing user mobility in second life. In Proceedings of WOSN (Seattle, USA, August 2008).
[24]
Liang, H., Motani, M., and Ooi, W. T. Textures in second life: Measurement and analysis. In ICPADS '08: Proceedings of the 2008 14th IEEE International Conference on Parallel and Distributed Systems (Washington, DC, USA, 2008), IEEE Computer Society, pp. 823--828.
[25]
Mathis, M., Semke, J., Mahdavi, J., and Ott, T. The macroscopic behavior of the TCP Congestion Avoidance algorithm. SIGCOMM Comput. Commun. Rev. 27, 3 (1997), 67--82.
[26]
Mogul, J. Efficient use of workstations for passive monitoring of local area networks. In SIGCOMM '90: Proceedings of the ACM symposium on Communications architectures & protocols (New York, NY, USA, 1990), ACM Press, pp. 253--263.
[27]
Nichols, J., and Claypool, M. The effects of latency on online madden NFL football. In NOSSDAV '04: Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video (New York, NY, USA, 2004), ACM, pp. 146--151.
[28]
Oliveira, M., and Henderson, T. What online gamers really think of the Internet? In NetGames '03: Proceedings of the 2nd workshop on Network and system support for games (New York, NY, USA, 2003), ACM, pp. 185--193.
[29]
Oliver, I., Miller, A., and Allison, C. A User Space Implementation of DCCP. In PGNET (2008).
[30]
Padhye, J., Firoiu, V., Towsley, D., and Kurose, J. Modeling TCP Throughput: A Simple Model and its Empirical Validation. Tech. rep., Amherst, MA, USA, 1998.
[31]
Perera, I., Allison, C., Nicoll, J. R., and Sturgeon, T. Towards Successful 3D Virtual Learning -- A Case Study on Teaching Human Computer Interaction. In 4th International Conference for Internet Technology and Secured Transactions (2009), IEEE Press.
[32]
Ramakrishnan, K. K., and Jain, R. A binary feedback scheme for congestion avoidance in computer networks. ACM Trans. Comput. Syst. 8, 2 (1988), 158--181.
[33]
Sheldon, N., Girard, E., Borg, S., Claypool, M., and Agu, E. The effect of latency on user performance in Warcraft III. In NetGames '03: Proceedings of the 2nd workshop on Network and system support for games (New York, NY, USA, 2003), ACM, pp. 3--14.
[34]
Sturgeon, T., Allison, C., and Miller, A. 802.11 wireless experiments in a virtual world. ACM SIGCSE Bull. 41, 3 (2009), 85--89.
[35]
Suznjevic, M., Matijasevic, M., and Dobrijevic, O. Action specific Massive Multiplayer Online Role Playing Games traffc analysis: case study of World of Warcraft. In NetGames '08: Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games (New York, NY, USA, 2008), ACM, pp. 106--107.
[36]
Varvello, M., Picconi, F., Diot, C., and Biersack, E. Is There Life in Second Life? In Proceedings of ACM CoNEXT 2008 (December 2008).

Cited By

View all
  • (2024)The evolution of intellectual property rights in metaverse based Industry 4.0 paradigmsInternational Entrepreneurship and Management Journal10.1007/s11365-023-00940-8Online publication date: 5-Feb-2024
  • (2024)Qualitative Insights into Organizational Value Creation: Decoding Characteristics of Metaverse PlatformsInformation Systems Frontiers10.1007/s10796-024-10494-xOnline publication date: 15-May-2024
  • (2023)Perspektiven auf das Metaverse: Der Zeitgeist des Internets der ZukunftWirtschaftsinformatik & Management10.1365/s35764-023-00485-z15:4(290-294)Online publication date: 22-Aug-2023
  • Show More Cited By

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Conferences
MMSys '10: Proceedings of the first annual ACM SIGMM conference on Multimedia systems
February 2010
328 pages
ISBN:9781605589145
DOI:10.1145/1730836
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]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 22 February 2010

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. multi media
  2. qos
  3. traffic measurement
  4. virtual worlds

Qualifiers

  • Research-article

Conference

MMSYS '10
Sponsor:
MMSYS '10: Multimedia Systems Conference
February 22 - 23, 2010
Arizona, Phoenix, USA

Acceptance Rates

MMSys '10 Paper Acceptance Rate 25 of 59 submissions, 42%;
Overall Acceptance Rate 176 of 530 submissions, 33%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)13
  • Downloads (Last 6 weeks)3
Reflects downloads up to 13 Dec 2024

Other Metrics

Citations

Cited By

View all
  • (2024)The evolution of intellectual property rights in metaverse based Industry 4.0 paradigmsInternational Entrepreneurship and Management Journal10.1007/s11365-023-00940-8Online publication date: 5-Feb-2024
  • (2024)Qualitative Insights into Organizational Value Creation: Decoding Characteristics of Metaverse PlatformsInformation Systems Frontiers10.1007/s10796-024-10494-xOnline publication date: 15-May-2024
  • (2023)Perspektiven auf das Metaverse: Der Zeitgeist des Internets der ZukunftWirtschaftsinformatik & Management10.1365/s35764-023-00485-z15:4(290-294)Online publication date: 22-Aug-2023
  • (2017)A Perspective on the Application of Mastery Learning Theory in Virtual WorldsHandbook of Research on Collaborative Teaching Practice in Virtual Learning Environments10.4018/978-1-5225-2426-7.ch003(52-75)Online publication date: 2017
  • (2016)A framework for 3D virtual game using MOODLE, SLOODLE and Open Simulator: Case Study: Training of house building data collecting by National Statistical Office (NSO), Government Agency, BPS — Statistics Indonesia2016 International Conference on Information Technology Systems and Innovation (ICITSI)10.1109/ICITSI.2016.7858231(1-6)Online publication date: Oct-2016
  • (2016)Virtual Worlds and the 3D Web – Time for Convergence?Immersive Learning Research Network10.1007/978-3-319-41769-1_3(29-42)Online publication date: 25-Jun-2016
  • (2015)Architectures for distributed, interactive and integrated traffic simulations2015 International Conference on Models and Technologies for Intelligent Transportation Systems (MT-ITS)10.1109/MTITS.2015.7223284(387-394)Online publication date: Jun-2015
  • (2015)The Virtual Museums of Caen: A case study on modes of representation of digital historical content2015 Digital Heritage10.1109/DigitalHeritage.2015.7419571(541-548)Online publication date: Sep-2015
  • (2015)HTTP/2 and QUIC for Virtual Worlds and the 3D Web?Procedia Computer Science10.1016/j.procs.2015.07.20456(242-251)Online publication date: 2015
  • (2015)Immersive Installation: “A Virtual St Kilda”Immersive Education10.1007/978-3-319-22017-8_9(101-113)Online publication date: 1-Aug-2015
  • Show More Cited By

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media