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姓名 黃宇立(Yu-Li Huang) 查詢紙本館藏 畢業系所 資訊工程學系 論文名稱 同儕式網路虛擬環境高效率互動範圍群播
(Efficient AOI-Cast for Peer-to-Peer Networked Virtual Environments)相關論文 檔案 [Endnote RIS 格式]
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摘要(中) 網路虛擬環境(Network Virtual Environment – NVE)是一個由電腦產生的虛擬世界,它可以讓使用者們透過網路連線,經由訊息交換來與其他使用者們互動。每位使用者在網路虛擬環境中都只注意一個有限的範圍,並只與在此範圍內的使用者們做互動,我們稱此範圍為一個互動範圍(Area of interest - AOI)。網路虛擬環境通常都需要支
援許多使用者同時使用,所以提升其擴充性(scalability)是很重要的。由於擴充性的問題也就是資源上的問題,要提升擴充性,就必須要減少資源消耗,我們將著重在減少頻寬消耗方面。目前一些同儕式方法已經被提出來用以改善系統的擴充性,但是關於互動範圍內的擴充性卻仍未有方法來提升它。我們提出的兩個方法VoroCast和FiboCast,希望能夠改善互動範圍的擴充性。其中VoroCast讓訊息的傳輸沒有多餘的封包以及可以應用彙整(aggregation)和壓縮(compression)的機制來減少頻寬消耗。而FiboCast 則是VoroCast 的一個改進,通常是應用於使用者處於擁擠的環境下,靠著調整訊息散佈的範圍來更進一步地減少頻寬消耗。我們利用模擬實驗來衡量我們所提出的方法的效能。實驗結果證明了我們的方法的確可以達到較少的頻寬消耗,而且還保有很高的鄰居關係的一致性(neighborship consistency) 及較少的偏移距離(drift distance)。摘要(英) A networked virtual environment (NVE) is computer-generated virtual world where users interact with each other by exchanging messages via network connections. Each user in NVE only pays attention to a bounded area called area of interest (AOI). NVE usually has a lot of users, so it is important to higher the scalability. Several peer-to-peer (P2P) schemes are proposed to improve the system scalability which indicates the ability to handle growing amounts of users in the system. However, they do not consider the AOI scalability which indicates the ability to handle growing amounts of users within AOI. We proposed VoroCast and FiboCast to improve the AOI scalability. VoroCast makes the message transmission non-redundant and applies aggregation and compression mechanisms to reduce the bandwidth consumption. FiboCast is the improvement of VoroCast. It is used
especially for a user who is in a crowded environment and further reduces the bandwidth consumption by adjusting the message dissemination range. We perform simulation experiments to evaluate the performances of VoroCast and FiboCast.關鍵字(中) ★ 擴充性
★ 互動範圍群播
★ 同儕式計算
★ 網路虛擬環境關鍵字(英) ★ Area of Interest
★ Scalability
★ Voronoi Diagram
★ NVE
★ Peer-to-Peer論文目次 1 Introduction 4
2 Related work 7
2.1 The directly sending schemes 7
2.2 The forwarding schemes 9
2.3 Comparisons of directly sending schemes and forwarding schemes 12
3 Proposed schemes 14
3.1 VoroCast 14
3.1.1 Details of VoroCast 14
3.1.2 An example of VoroCast 15
3.2 FiboCast 17
3.2.1 Details of FiboCast 17
3.2.2 An example of FiboCast 19
4 Evaluation 21
4.1 Simulation environment 22
4.2 The simulation result 23
4.2.1 Bandwidth consumption 23
4.2.2 The neighborship consistency 24
4.2.3 The drift distance 26
5 Conclusion 28參考文獻 [1] VAST Project. http://vast.sourceforge.net/.
[2] zlib Project. http://www.zlib.net/.
[3] Franz Aurenhammer. Voronoi diagrams - a survey of a fundamental geometric data structure. ACM Computing Surveys (CSUR), 23(3):345–405, 1991.
[4] M. Castro, MB Jones, A.M. Kermarrec, A. Rowstron, M. Theimer, H. Wang, and A. Wolman. An evaluation of scalable application-level multicast built using peer-to-peer overlays. INFOCOM 2003. Twenty-Second Annual Joint Conference
of the IEEE Computer and Communications Societies.
[5] Tsu-Han Chen. A Forwarding Model for Voronoi-based Overlay Network. Master’s thesis, Tamkang University, Taiwan, 2006.
[6] S.Y. Hu, J.F. Chen, and T.H. Chen. VON: a scalable peer-to-peer network for virtual environments. Network, IEEE, 20(4):22–31, 2006.
[7] Sunghwan Ihm Tcaesvk Gim Jinwon Lee, Hyonik Lee and Junehwa Song. APOLO: Ad-hoc Peer-to-Peer Overlay Network for Massively Multi-player Online Games. Technical report, Korea Advanced Institute of Science and Technology (KAIST), 2006.
[8] Y. Kawahara, T. Aoyama, and H. Morikawa. A Peer-to-Peer Message Exchange Scheme for Large-Scale Networked Virtual Environments. Telecommunication Systems, 25(3):353–370, 2004.
[9] J. Keller and G. Simon. Toward a peer-to-peer shared virtual reality. Distributed Computing Systems Workshops, 2002. Proceedings. 22nd International Conference, pages 695–700, 2002.
[10] J. Keller and G. Simon. Solipsis: A massively multi-participant virtual world. Proc. of PDPTA, pages 262–268, 2003.
[11] B. Knutsson, H. Lu, W. Xu, and B. Hopkins. Peer-to-peer support for massively multiplayer games. IEEE Infocom, 2004.
[12] A. Rowstron and P. Druschel. Pastry: Scalable, distributed object location and routing for large-scale peer-to-peer systems. IFIP/ACM International Conference
on Distributed Systems Platforms (Middleware), 11:329–350, 2001.指導教授 江振瑞(Jehn-Ruey Jiang) 審核日期 2007-7-13 推文 plurk
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