博碩士論文 955302030 詳細資訊




以作者查詢圖書館館藏 以作者查詢臺灣博碩士 以作者查詢全國書目 勘誤回報 、線上人數:26 、訪客IP:3.15.205.14
姓名 吳昌樺(Chang-Hua Wu)  查詢紙本館藏   畢業系所 資訊工程學系在職專班
論文名稱 網路虛擬環境與點對點傳輸架構下之實體鄰近節點選擇
(Discovery of Physical Neighbor for P2P Networked Virtual Environment)
相關論文
★ 整合多樣配置組態下的藍芽射頻驗證系統★ 具檔案敘述相關語查詢之智慧型檔案搜尋系統
★ 具遲到者支援功能之網際網路簡報系統★ 以快速廣播法建構熱門視訊隨選服務伺服器
★ 具事件同步再現特性之遠程電傳展示伺服器★ 無線網路環境下之廣播資訊快速下載
★ 中文網站繁簡互訪協助系統★ 支援時光平移播放之調適性現場直播演算法
★ 用於互動式廣播之段落對齊法★ 熱門影片廣播法之影片區段復原機制
★ 配合熱門影片廣播的本地伺服器高效快取法★ 一個增進SIP在防火牆環境中應用的協同模組
★ 考量網頁熱門度之一致性雜湊法解決 網頁代理伺服器之負載平衡★ 以網域名稱伺服器為基礎之色情網站過濾系統
★ 使用熱門廣播法及支援點對點傳輸之影音內容傳遞網路★ 變動頻寬平滑化之熱門廣播演算法
檔案 [Endnote RIS 格式]    [Bibtex 格式]    [相關文章]   [文章引用]   [完整記錄]   [館藏目錄]   [檢視]  [下載]
  1. 本電子論文使用權限為同意立即開放。
  2. 已達開放權限電子全文僅授權使用者為學術研究之目的,進行個人非營利性質之檢索、閱讀、列印。
  3. 請遵守中華民國著作權法之相關規定,切勿任意重製、散佈、改作、轉貼、播送,以免觸法。

摘要(中) 網路虛擬實境 (NVE),是網路互動技術的一種,也是一個相關的新領域,結合了虛擬實境跟網際網路的特點,提供給人們一種身歷其境的體驗。隨著愈來愈多的人們進入這個世界,其中,快速成長跟大眾化的流行,帶來對網路虛擬環境中大規模化的要求,這將會對現今的網路跟用戶端伺服器架構帶來很大的挑戰。
點對點傳輸架構的優點是每多一台機器進入,就可以多帶來一分多的資源可用。在網路虛擬實境中,這個優點非常適合取代當要求愈多,伺服器的負載就會愈多的早期用戶端伺服器架構。因此,有愈來愈多具延展性,有效率而且簡單的使用點對點傳輸架構方法被提出,來建構網路虛擬實境。透過與其他節點的組織了解跟合作,在鄰近節點找到之後,就可以實現在點對點傳輸架構的網路虛擬實境 (P2P-NVE) 下,其系統架構的延展性跟3D物件傳遞的方便性。
然而,隨意的在虛擬世界挑選鄰近節點,卻沒有考慮到任何有關真實世界的資訊的話,將有可能會因此選擇到結果比較不好的節點,例如:節點間的網路延遲過長。所以根據這點,我們提出了一種把在真實世界裡,比較接近的節點分在同一群,並且透過節點間的分工合作,來維持其結構完整的方法 (Discovery of Physical Neighbor: DPN);然後結合虛擬跟真實的考量,試著將網路延遲過長的副作用減到最低。最後,我們也驗證了這個實體鄰近節點方法的效能,的確能對點對點傳輸架構下的網路虛擬實境有所幫助。
摘要(英) Networked virtual environment (NVE), an Internet interactive application technology, combined virtual reality with Internet and providing immersion experience to the people is a relatively new field. Because of the more and more people involving in this fantasy world, the rapid growth and popularity of large-scale NVE will induce serious challenges to existing network and client-server architecture.
Bringing the additional resources with each peer joined is the advantage of the P2P architecture. It is very suitable to take the responsibility of the client-server architecture in the NVE. In this point of view, there come many scalable, efficient, and simple methods in P2P-NVE establishment. By organizing and realizing the neighbor discovery through mutual node collaborations, the P2P-NVE can remains its scalability and obtains the 3D content conveniently.
However, the peer randomly chooses the logical neighbor in virtual world without more information about physical distance may cause a serious latency in the P2P-NVE. According to this assumption, we propose a method called Discovery of Physical Neighbor (DPN) by grouping the peer with the physical short distance to ease the negative influence off. And put the maintenance of this system model to the peer cooperation. Finally, the performance of the approximate physical neighbor discovery is obviously testified in the P2P-NVE.
關鍵字(中) ★ 網路虛擬實境
★ 點對點傳輸網路
★ 鄰近節點
★ 地標點
關鍵字(英) ★ peer-to-peer network
★ P2P-NVE
★ networked virtual environment
★ neighbor
★ landmark
論文目次 Contents
CHINESE ABSTRACT..........................................i
ABSTRACT.................................................ii
ACKNOWLEDGEMENTS........................................iii
CONTENTS.................................................iv
LIST OF FIGURES...........................................v
LIST OF TABLES...........................................vi
CHAPTER 1 INTRODUCTION...................................1
CHAPTER 2 RELATED WORK...................................4
2.1 P2P NETWORKED VIRTUAL ENVIRONMENT.....................4
2.2 LOCALITY-AWARE .......................................13
CHAPTER 3 METHOD........................................20
3.1 SYSTEM MODEL....................................20
3.2 OUR METHOD......................................24
3.2.1 The creation of grouping...........................26
3.2.2 The preservation of grouping.......................29
3.3 CONTENT DELIVERY................................35
3.3.1 Algorithm .......................................35
3.3.2 Data streaming..................................36
CHAPTER 4 SIMULATION....................................40
4.1 SIMULATION ENVIRONMENT..........................41
4.2 ANALYSIS........................................43
4.2.1 Transmission size..................................43
4.2.2 Base latency.......................................44
4.2.3 Server request ratio...............................45
CHAPTER 5 CONCLUSION....................................47
REFERENCES...............................................48
參考文獻 References
[1] S.inghal and M.Zyda, Neworked Virtual Environments: Design and Implementation, New York: ACM Press, 1999.
[2] J. Smed, T. Kaukoranta, and H. Hakonen, “Aspects of Networking in Multiplayer Computer Games,” Proc. ADCOG, Nov. 2001, pp. 74–81.
[3] D. C. Miller and J. A. Thorpe, “SIMNET: The Advent of Simulator Networking,” Proc. IEEE, vol. 83, no 8, Aug. 1995, pp. 1114–1123.
[4] T. Alexander, Editor, Massively Multiplayer Game Development, Charles River Media, 2003.
[5] M.Kelaskar, V. Matossian, P.Mehra, D.Paul and M.Prashar, “A Study of Discovery Mechanisms for Peer-to-Peer Applications”, Proceedings of the 2nd IEEE/ACM International Symposium on Cluster Computing and the Grid(CCGRID’02) PP 1, 2002.
[6] Butterfly.net, Inc. The Butterfly Grid, 2003. http:// www.butterfly.net/platform.
[7] S. Y. Hu and G. M. Liao, “Scalable Peer-to-Peer Networked Virtual Environment,” Proc. ACM SIGCOMM Wksp. on NetGames, Aug. 2004, pp. 129–133.
[8] C. Greenhalgh, J. Purbrick, and D. Snowdon, “Inside MASSIVE-3: Flexible Support for Data Consistency and World Structuring,” Proc. CVE, 2000, pp. 119–127.
[9] T. Y. Hsiao and S. M. Yuan, “Practical Middleware for Massively Multiplayer Online Games,” IEEE Internet Comp., vol. 9, no. 5, 2005, pp. 47–54.
[10] Zona Inc. Terazona: Zona application frame work, 2003.
[11] S. Y. Hu, J. F. Chen, and T. H. Chen, “Von: A scalable peer-to-peer network for virtual environments,” IEEE Network, vol. 20, no. 4, pp. 22–31, 2006.
[12] A. Goldin and C. Gotsman, “Geometric Message-Filtering Protocols for Distributed Multiagent Environments,” Presence, vol. 13, no. 3, 2004, pp. 279–95.
[13] A. Steed and C. Angus, “Supporting Scalable Peer to Peer Virtual Environments Using Frontier Sets,” Proc. IEEE Virtual Reality, Mar. 2005, pp. 27–34.
[14] B. Knutsson et al., “Peer-to-Peer Support for Massively Multiplayer Games,” Proc. INFOCOM, Mar. 2004, pp. 96–107.
[15] T. Iimura, H. Hazeyama, and Y. Kadobayashi, “Zoned Federation of Game Servers: A Peer-to-Peer Approach to Scalable Multi-Player Online Games,” Proc. ACM SIGCOMM Wksp. NetGames, Aug. 2004, pp. 116–120.
[16] Y. Kawahara, T. Aoyama, and H. Morikawa, “A Peer-to-Peer Message Exchange Scheme for Large-Scale Networked Virtual Environments,” Telecomm. Sys., vol. 25, no. 3–4, 2004, pp. 353–370.
[17] J. F. Chen et al., “A Message Interchange Protocol Based on Routing Information Protocol in a Virtual World,” Proc. AINA’05, Mar. 2005, pp. 377–384.
[18] J. Keller and G. Simon, “Towards a Peer-to-Peer Shared Virtual Reality,” Proc. 22nd ICDCS (Wksps.), July 2002, pp. 695–700, http://solipsis.netofpeers.net
[19] S. Y. Hu, “Scalable Peer-to-Peer Networked Virtual Environment,” Master’s thesis, Tamkang Univ., Taiwan, Jan. 2005.
[20] S. Rooney, D. Bauer, and R. Deydier, “A Federated Peer-to-Peer Network Game Architecture,” IEEE Commun. Mag., vol. 42, no. 5, 2004, pp. 114–122.
[21] A. Yu and S. T. Vuong, “MOPAR: a Mobile Peer-to-Peer Overlay Architecture for Interest Management of Massively Multiplayer Online Games,” Proc. NOSSDAV, Jun. 2005, pp. 99–104.
[22] F. Aurenhammer, “Voronoi Diagrams: A Survey of a Fundamental Geometric Data Structure,” ACM Comp. Surveys, vol. 23, no. 3, 1991, pp. 345–405.
[23] Y. Cui, B. Li, and K. Nahrstedt, “ostream: asynchronous streaming multicast in application-layer overlay networks,” IEEE JSAC, vol. 22, no. 1, pp. 91–106, 2004.
[24] N. Magharei and R. Rejaie, “Prime: Peer-to-peer receiver-driven meshbased streaming,” in Proc. INFOCOM, 2007, pp. 1415–1423.
[25] E. Teler and D. Lischinski, “Streaming of complex 3d scenes for remote walkthroughs,” CGF (EG 2001), vol. 20, no. 3, 2001.
[26] S. Y. Hu, “A case for 3d streaming on peer-to-peer networks,” in Proc. Web3D, 2006, pp. 57–63.
[27] S. Y. Hu, T. H. Huang, S. C. Chang, W. L. Sung, J. R. Jiang, and B.Y. Chen, "FLoD: A Framework for Peer-to-Peer 3D Streaming," in Proc. IEEE INFOCOM, Apr. 2008.
[28] J. Chim, R. W. H. Lau, H. V. Leong, and A. Si, “Cyberwalk: A web based distributed virtual walkthrough environment,” in IEEE TMM, vol. 5, no. 4, pp. 503–515, 2003.
[29] Y. Liu, L. Xiao, X. Liu, L.M. Ni, and X. Zhang, “Location Awareness in Unstructured Peer-to-Peer Systems,” in IEEE Trans. Parallel and Distributed Systems, vol. 16, pp. 163-174, 2005.
[30] Y. Liu, Z. Zhuang, L. Xiao, and L.M. Ni, “A Distributed Approach to Solving Overlay Mismatch Problem,” in Proc. 24th Int’l Conf. Distributed Computing Systems (ICDCS ’04), 2004.
[31] Y. Liu, L. Xiao, X. Liu, L.M. Ni, and X. Zhang, “Building a Scalable Bipartite P2P Overlay Network,” in IEEE Trans. Parallel and Distributed Systems, vol. 18, pp. 1296-1306, 2007.
[32] D. Karger, E. Lehman, T. Leighton, M. Levine, D. Lewin und R. Panigrapy, “Consistent hashing and random trees: Distributed cashing protocols for relieving hot spots on the World Wide Web”, in Proc. STOC, pp.654-663, 1997
[33] 劉之揚, “使用熱門廣播法及支援點對點傳輸之影音內容傳遞網路”, 國立中央大學資訊工程研究所碩士論文, 1993年
[34] James D. Guyton and Michael F. Schwartz. Locating nearby copies of replicated internet servers. In Proceedings of SIGCOMM '95, August 1995.
[35] Steven Michael Hotz. “Routing information organization to support scalable interdomain routing with heterogeneous path requirement,” PhD thesis, Univ. of S. California, U.S.A, 1994.
[36] Hirokazu Miura and Miki Yamamoto. " Content Routing with Network Support Using Passive Measurement in Content Distribution Networks", in Proceedings of the IEEE International Conference on Computer Communications and Networks, Miami, FL , October 2002.
[37] Ng, TSE, and H. Zhang. "Towards Global Network Positioning." Proceedings of ACM SIGCOMM IMW 2001, San Fransisco, CA, USA, pp. 25-35, Nov. 2001.
[38] 謝民一, “複製可追查型CDN-P2P遞送網路下之近端伺服器選擇”, 國立中央大學資訊工程研究所碩士論文, 1994年
[39] S. Ratnasamy, M. Handley, R. Karp and S. Shenker, "Topologically-aware overlay construction and server selection", in Proc. INFOCOM, 2002, pp. 1190- 1199.
[40] H. Hoppe, “Progressive meshes,” in Proc. SIGGRAPH, 1996.
[41] E. W. Zegura, K. Calvert and S. Bhattacharjee, "How to model an Internetwork", in Proc. IEEE INFOCOM, San Francisco, CA, 1996, pp. 594-602.
[42] Gao Huang, Meng Ye, Long Cheng, “Modeling System Performance in MMORPG”, in IEEE CSG Workshops, 2004, pp. 512-518.
[43] The Simulator. http://ascend.sourceforge.net/
指導教授 曾黎明(Li-Ming Tseng) 審核日期 2008-10-24
推文 facebook   plurk   twitter   funp   google   live   udn   HD   myshare   reddit   netvibes   friend   youpush   delicious   baidu   
網路書籤 Google bookmarks   del.icio.us   hemidemi   myshare   

若有論文相關問題,請聯絡國立中央大學圖書館推廣服務組 TEL:(03)422-7151轉57407,或E-mail聯絡  - 隱私權政策聲明