International Journal of Computer Games Technology
Volume 2008 (2008), Article ID 594313, 9 pages
doi:10.1155/2008/594313
Research Article

ALVIC versus the Internet: Redesigning a Networked Virtual Environment Architecture

Expertise Center For Digital Media, tUL, IBBT, Hasselt University, Wetenschapspark 2, 3590 Diepenbeek, Belgium

Received 31 January 2008; Revised 25 April 2008; Accepted 16 June 2008

Academic Editor: Jouni Smed

Copyright © 2008 Peter Quax et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

Linked References

  1. BigWorld Technology, BigWorld, http://www.bigworldtech.com/.
  2. Blizzard, World of Warcraft, http://www.worldofwarcraft.com/.
  3. MULTIVERSE, Multiverse, http://www.multiverse.net/.
  4. P. Quax, An architecture for large-scale virtual interactive communities, Ph.D. thesis, Transnationale Universiteit Limburg, Limburg, Belgium, 2007.
  5. K. L. Morse, “Interest management in large-scale distributed simulations,” Irvine Technical Report, University of California, Berkeley, Calif, USA, 1996.
  6. P. Quax, T. Jehaes, P. Jorissen, and W. Lamotte, “A multi-user framework supporting video-based avatars,” in Proceedings of the 2nd Workshop on Network and System Support for Games, pp. 137–147, ACM Press, Redwood City, Calif, USA, May 2003. View at Publisher · View at Google Scholar
  7. Linden Labs, Second Life Forums, https://jira.secondlife.com/browse/MISC-210.
  8. C. Greenhalgh and S. Benford, “A multicast network architecture for large scale collaborative virtual environments,” in Proceedings of the 2nd European Conference on Multimedia Applications, Services and Techniques (ECMAST '97), pp. 113–128, Milan, Italy, May 1997. View at Publisher · View at Google Scholar
  9. M. Capps, D. McGregor, D. Brutzman, and M. Zyda, “NPSNET-V: a new beginning for dynamically extensible virtual environments,” IEEE Computer Graphics and Applications, vol. 20, no. 5, pp. 12–15, 2000. View at Publisher · View at Google Scholar
  10. CastGate, CastGate, VUB ETRO-TELE, http://www.castgate.net/.
  11. There, There.com, http://www.there.com/.
  12. R. C. Waters, D. B. Anderson, J. W. Barrus, et al., “Diamond park and spline: a social virtual reality system with 3d animation, spoken interaction, and runtime modifiability,” Mitsubishi Electric Research Laboratories, Cambridge, Mass, USA, November 1996.
  13. SUN, Game server technology white paper, Sun, http://www.sun.com/solutions/documents/white-papers/me_sungameserver.pdf.
  14. P. Quax, P. Monsieurs, T. Jehaes, and W. Lamotte, “Using autonomous avatars to simulate a large-scale multi-user networked virtual environment,” in Proceedings of the ACM SIGGRAPH International Conference on Virtual Reality Continuum and Its Applications in Industry (VRCAI '04), pp. 88–94, ACM Press, Singapore, June 2004. View at Publisher · View at Google Scholar
  15. Microsoft, SQL Server 2008 benchmarks, http://www.microsoft.com/sqlserver/2008/en/us/benchmarks.aspx.
  16. C. Joslin, T. Di Giacomo, and N. Magnenat-Thalmann, “Collaborative virtual environments: from birth to standardization,” IEEE Communications Magazine, vol. 42, no. 4, pp. 28–33, 2004. View at Publisher · View at Google Scholar
  17. Linden Labs, SecondLife, 2003, http://www.secondlife.com/.
  18. LUA, The LUA programming language, http://www.lua.org/.
  19. M. Matijasevic, “A review of networked multi-user virtual environments,” The Center for Advanced Computer Studies. Virtual Reality an Multimedia Laboratory. The University of Southwestern Louisiana, Lafayette, La, USA, 1997.