博碩士論文 945202056 詳細資訊




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姓名 陳泓翔(Hung-Shiang Chen)  查詢紙本館藏   畢業系所 資訊工程學系
論文名稱 巨量多人線上遊戲之同儕網路互動範圍語音交談
(Peer-to-Peer AOI Voice Chatting for Massively Multiplayer Online Games)
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摘要(中) 近年來,隨著網路的發達,線上遊戲也越來越熱門。而為了增進線上遊戲的遊戲經驗也有許多的研究進行著,其中最明顯的便是遊戲畫面的增進。然而目前在線上遊戲中的交談方式仍然是採用輸入文字來互動交談,而不是對人類來說較自然的語音交談。由於遊戲的操控和文字的輸入都得使用鍵盤,因此玩家無法一邊操控遊戲中的人物一邊和其他玩家交談,這在許多的線上遊戲(第一人稱射擊、角色扮演)裡,是很煩人的一件事。因此,我們於這篇論文中提出適用於多人線上遊戲的互動範圍語音交談。
在線上遊戲裡同時可能有很多遊戲內容和使用者,但是一個玩家所能互動的範圍是有限的,而這個以玩家為中心圓形的範圍,我們便定義為互動範圍(Area of Interest)。那所謂的互動範圍語音交談便是讓玩家能自然的跟互動範圍內的其他玩家們用語音來交談,玩家能聽到互動範圍內其他玩家的聲音,反之亦然。這不但使玩家能更容易的和其他玩家交談,互動範圍內的交談更使線上遊戲變得更生動。在本論文裡,我們提出了QuadCast、SectorCast來達到互動範圍內的語音交談,我們也對這兩個方法做了許多的分析和模擬來比較他們的效能。
摘要(英) In recent years, massively multiplayer online games (MMOGs) have become more and more popular. Many techniques are proposed to enhance the experience of MMOGs, such as realistic 3D graphics, vivid animations, and player communication tools, etc. However, in most MMOGs, communication between players is still based on text, which is unnatural and inconvenient. In this these, we propose the concept of AOI voice chatting for MMOGs, which is voice chatting of dynamic membership based on the Area of Interest (AOI) of players in the MMOG. The term AOI is defined to be the area around a player that s/he can sense and interact. By AOI voice chatting, an MMOG player can easily chat by voice with other players within her/his AOI. This improves the way players communicate with one another and provides a more realistic virtual environment. We propose two peer-to-peer schemes, namely QuadCast and SectorCast, to achieve efficient AOI voice chatting for MMOGs. We also perform simulation experiments for the two solutions to show their performances.
關鍵字(中) ★ 互動範圍
★ 巨量多人線上遊戲
★ Voronoi
★ 同儕網路
★ 語音交談
關鍵字(英) ★ Voronoi Diagram
★ MMOG
★ Voice Chatting
★ Peer-to-Peer
★ Area of Interest
論文目次 1 Introduction 3
2 Related work 6
2.1 Architecture of MMOG . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.2 Immersive audio system . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.3 Human conversational speech model . . . . . . . . . . . . . . . . . . . . 8
3 The System Model and Problems 9
3.1 System model . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
3.2 The problems of a base solution . . . . . . . . . . . . . . . . . . . . . . 10
4 Proposed solutions 13
4.1 Quadrant-based forwarding (QuadCast) . . . . . . . . . . . . . . . . . . 14
4.2 Sector-based forwarding (SectorCast) . . . . . . . . . . . . . . . . . . . 16
4.3 Packet aggregation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
4.4 Alternatives of the recipient list . . . . . . . . . . . . . . . . . . . . . . 19
5 Evaluation 21
5.1 Total upload bandwidth required to support AOI voice chatting . . . . 22
5.2 Simulation under bandwidth limitation . . . . . . . . . . . . . . . . . . 23
5.3 Average end-to-end latency . . . . . . . . . . . . . . . . . . . . . . . . 24
6 Conclusion 26
參考文獻 [1] Skype, http://www.skype.com/.
[2] Teamspeak, http://www.goteamspeak.com/.
[3] Ventrilo, http://www.ventrilo.com/.
[4] Western world mmog market: 2006 review and forecasts to 2011,
http://www.screendigest.com/reports/07westworldmmog/readmore/view.html/.
[5] World of warcraft, http://www.worldofwarcraft.com/.
[6] L. Ding and RA Goubran. Assessment of effects of packet loss on speech quality in VoIP. Haptic, Audio and Visual Environments and Their Applications, 2003.
HAVE 2003. Proceedings. The 2nd IEEE Internatioal Workshop on, pages 49–54,2003.
[7] 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.
[8] 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, 2005.
[9] J. Keller and G. Simon. Solipsis: A massively multi-participant virtual world. Proc. of PDPTA, pages 262–268, 2003.
[10] LS Liu and R. Zimmermann. Immersive peer-to-peer audio streaming platform for massive online games. Consumer Communications and Networking Conference, 2006. CCNC 2006. 2006 3rd IEEE, 2, 2006.
[11] K.L. Morse, L. Bic, and M. Dillencourt. Interest management in large-scale virtual environments. Presence: Teleoperators and Virtual Environments, 9(1):52–68, 2000. 27
[12] C.D. Nguyen, F. Safaei, and D. Platt. On the provision of immersive audio communication to massively multi-player online games. Computers and Communications, 2004. Proceedings. ISCC 2004. Ninth International Symposium on, 2.
[13] International Telecommunication Union. ITU-T Recommendation P.59 Artificial conversational speech, 1993.
[14] International Telecommunication Union. ITU-T Recommendation G.729 Coding of speech at 8 kbit/s using conjugate-structure algebraic-code-excited linear prediction
(CS-ACELP), 1996.
[15] International Telecommunication Union. ITU-T Recommendation G.114 One-way transmission time, 2003.
[16] R. Zimmermann and L.S. Liu. ACTIVE: adaptive low-latency peer-to-peer streaming. Proc. SPIE, 5680:26–37, 2005.
指導教授 江振瑞(Jehn-Ruey Jiang) 審核日期 2007-7-13
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