(IJCSIS) International Journal of Computer Science and Information Security,Vol. 9, No. 3, 2011
Improvement of Distributed Virtual Environment(DVE) performance
Olfat I. EL-Mahi
Computer Graphics departmentIRI institute- MuCSATBorg EL-Arabe, EgyptOlfat.ibrahim@gmail.com
Hanan Ali
Computer Graphics departmentIRI institute- MuCSATBorg EL-Arab, Egypt
Walaa M. Sheta
Computer Graphics departmentIRI institute- MuCSATBorg EL-Arab, Egyptwsheta@mucsat.sci.eg
Salwa Nassar
Electronic Research InstituteCairo, Egyptsnassar@narss.sci.eg
Abstract
—
Distributed virtual Environment enables multipleusers to interact with each other over a network. Due to theavailability of high bandwidth and fast graphics cards, thesesystems grow in term of number of users, Scene Complexity andinteractivity. However, the issue of how efficient the system scalesas the number of users increase is major problem that DVE facedsince their inception.In this paper, we propose a new method in order to improve DVEperformance using Data-Mining. A widely used mining techniqueis markov chain model, which depend on predicting the futureuser moves based on the history of his previous visits to the DVESystem. This will help decreasing information exchange betweenusers, which should in turn enable improvement in the walkthrough in the distributed virtual environment system (DVE).
Keywords-component; HLA, DVE, Markov chan model.
I.
I
NTRODUCTION
Due to The Major production of high performance graphiccards that is offer a good frame rate rendering and availabilityof cheap networks with high bandwidth the field of DistributedVirtual Environment (DVE) system has attracted a greater interest from researchers in the past few years. This was inorder to fill in the argent need for customers demands raised inthis field. These systems permit more than one user users,working on different Locations, which are interconnectedthrough different networks to interact in a shared virtual world[1]. Its aim is to simultaneously allow the participating users toshare one virtual world, interact with it and with each other andgive them the feeling of a real experience. It does that byrendering images of the virtual environment and the updatinginformation of other users participating on it as long as the user continues into his navigation experience. Each user participating in the system is represented by avatar. Becausesystem provide real time visual interacting, Each avatar on thesystem will not only be responsible on performing thecomputes for his own behavior and publish them to thenetwork but it must accurately represent all other entitiesparticipating in the DVE.Because different avatars participating in one DVE System.DVE Systems performance can face some difficulties:1.
Different usurer’s background and experiences:different applications can deal with different user aimsand responses and background experiences. Thisshould effect on user communication rate with other users. Also the application itself may have a lot of different options to switch between. This could causethe system to be heavy or even stop responding due tothe multiple switches.2.
Different network: users can interact through differentnetworks technologies with various speeds andcapabilities. This variation could have some effect onthe DVE system performance.3.
Different Computer resources: the performance of computer device can change dramatically dependingon its memory size and speed, its visual graphic cardtype and capability and its processor.According to this variation on user’s platforms, producingDVE System with high performance and wide scalabilitybecome a great challenge. One of the Key issues to achieve thischallenge is by targeting Network Traffic Reduction methods.Reducing the number of messages needed to be transferredbetween users will directly scale the number of users that canparticipate and receive accepted Quality of Service (QOS). Anumber of solutions were exhibit for this problem like dead-reckoning technique which offers some level of independenceto users [2, 3]; broad cast or multi cast solutions which allowsome way of decreasing number of exchanged messages andkeep the system consistency [4-6]. Another method focused onload balance between servers to maintain high systemperformance [1].This paper demonstrating a new methodology based onrecognizing navigation history of different users types andbackground to perform some common behaviors or targetswhile walking in a certain virtual world in different timeintervals during the day. Building some information bank for
Identify applicable sponsor/s here.
(sponsors)
287 http://sites.google.com/site/ijcsis/ISSN 1947-5500