Scalability beyond virtual worlds

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Table of contents

Contents
List of Figures
1 Introduction
1.1 Problem statement
1.2 Contributions
1.3 Outline of the thesis
1.4 List of international publications
I State of the Art
2 Background
2.1 A taxonomy of worlds
2.1.1 Massively multiplayer online games
2.1.2 Metaverses
2.1.3 Mirror and hybrid worlds
2.2 The scalability problem
2.2.1 Context
2.2.2 Avatar mobility
2.2.3 Chalenges
2.2.4 Scalability beyond virtual worlds
2.3 Notions
2.3.1 Delaunay triangulations / graphs
2.3.2 Trees and hierarchies
3 State of the Art
3.1 Performance evaluation of centralized solutions
3.1.1 Experiments and settings
3.1.2 Delaunay triangulations
3.1.3 R-trees
3.1.4 Limits of the data structures
3.2 Interest management
3.2.1 Region-based publish-subscribe
3.2.2 Aura-nimbus
3.2.3 Summary
3.3 Data distribution
3.3.1 Shards
3.3.2 Zones
3.3.3 Tree overlays for range queries and publish-subscribe
3.3.4 Delaunay triangulations
3.3.5 Summary
3.4 Architectures
3.4.1 Server based
3.4.2 Peer-to-peer
3.4.3 Hybrid
3.4.4 Towards cloud infrastructures
3.5 Summary
II Contribution: Scalability for Virtual Worlds
4 Kiwano: Avatar Scalability and Neighborhood Updates
4.1 Avatar interest management
4.1.1 Neighborhood relation
4.1.2 Kth power of Delaunay graphs
4.2 Data structure
4.2.1 Distributed DelaunayK overlay
4.2.2 Maintaining a dynamic self-adaptive data structure
4.3 Algorithms
4.3.1 Incremental update
4.3.2 Periodical update
4.4 Architecture
4.4.1 Architectural transparency with Kiwano
4.4.2 Beta release and public API
4.5 Performance evaluation
4.5.1 Pink Banana avatar mobility model and simulator
4.5.2 Settings
4.5.3 Results
4.6 Summary
5 Kwery: Spatial Containment Queries for Moving Objects
5.1 Spatial queries in virtual environments
5.1.1 Spatial queries on moving objects
5.1.2 Interest management on dynamic objects
5.2 Distributed data structure
5.2.1 Spatial index
5.2.2 Distributed data structure
5.3 Algorithms
5.3.1 External requests
5.3.2 Internal dynamic self-organization
5.4 Architecture
5.4.1 A transparent, contiguous virtual space
5.4.2 Object management with Kwery
5.5 Evaluation
5.5.1 Setup
5.5.2 Parameters
5.5.3 Single node’s load
5.5.4 Coordinator’s load
5.5.5 Overlap rate and query performance
5.5.6 Overlap under increasing load
5.6 Extensions
5.6.1 A hierarchical architecture
5.6.2 Implementing a publish-subscribe system with Kwery
5.6.3 Minimal requirements for a distributed data structure
5.7 Summary
III Architecture and Applications
6 MMOG Case Study: Manycraft
6.1 Minecraft as research challenge
6.2 Minecraft architectural aspects
6.2.1 The server
6.2.2 The client
6.2.3 The protocol
6.2.4 Modes and their scalability requirements
6.3 Evaluating Minecraft scalability
6.3.1 Experimental setup
6.3.2 Measurements
6.3.3 Conclusion
6.4 Architecture
6.4.1 How it works
6.4.2 Manycraft Node
6.4.3 Bridging all nodes over Kiwano
6.4.4 Manycraft scalability and performance
6.5 Implementation and demo
6.6 Summary
7 Virtual World Case Study: OneSim
7.1 (Second) Life is not a game
7.2 Scalability study using OpenSim
7.2.1 Protocol messages
7.2.2 The Hypergrid, a scalable web of regions
7.3 OneSim
7.3.1 Proposed architecture
7.3.2 Implementation with Kiwano
7.3.3 Other shared data
7.3.4 Scalability and limitations
7.4 Summary
8 Interoperability for a Shared Hybrid Reality: HybridEarth
8.1 HybridEarth: Mixed reality at planet scale
8.1.1 A Mirror World based on Street View
8.1.2 Augmented Reality and Geolocation
8.2 Interoperability for virtual worlds
8.2.1 HybridEarth scalability
8.2.2 Eciency and interoperability for all virtual worlds
8.3 Summary
9 A 3 Point Perspective
9.1 Synthesis of the contribution
9.2 Future work
9.3 General perspectives
Bibliography

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