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P2P Second Life: Experimental Validation Using Kad

机译:P2P第二人生:使用Kad进行实验验证

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Applications such as Second Life require massive deployment of servers worldwide to support a large number of users. We investigate experimentally how Peer-to-Peer (P2P) communication could help cut the deployment cost and increase the scalability of Social Virtual Worlds such as Second Life. We design and build a communication infrastructure that distributes the management of the virtual world among user resources using a structured P2P network. Our communication infrastructure is implemented on the top of Kad, the P2P network that supports millions of eMule users. We then use avatar and object traces collected on Second Life to perform a realistic emulation of P2P Second Life over the Internet. We show that, despite using a standard P2P solution, P2P Second Life is mostly consistent, persistent and scalable. However, the latency avatars experience to recover from an inconsistent view of the virtual world can become disturbing for very large numbers of participants and objects. We analyze and discuss this limitation and give recommendation on how to design P2P Social Virtual Worlds.
机译:Second Life之类的应用程序需要在全球范围内大规模部署服务器以支持大量用户。我们通过实验研究点对点(P2P)通信如何帮助降低部署成本并提高“第二人生”等社交虚拟世界的可伸缩性。我们设计并构建了一个通信基础结构,该结构使用结构化的P2P网络在用户资源之间分配虚拟世界的管理。我们的通信基础设施是在支持数百万eMule用户的P2P网络Kad的顶部实现的。然后,我们使用在“第二人生”中收集的化身和对象跟踪来通过Internet执行P2P“第二人生”的真实仿真。我们证明,尽管使用了标准的P2P解决方案,P2P Second Life仍然是一致,持久和可扩展的。但是,延迟化身从虚拟世界的不一致视图中恢复的经历可能会干扰大量参与者和对象。我们分析并讨论了这一局限性,并就如何设计P2P社交虚拟世界提供了建议。

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