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2008 14th IEEE International Conference on Parallel and Distributed Systems

Plug: Virtual Worlds for Millions of People

Shun-Yun Hu and Jehn-Ruey Jiang


Department of Computer Science and Information Engineering
National Central University, Taiwan, R.O.C.
{syhu, jrjiang}@csie.ncu.edu.tw

Abstract Arguably, the largest potential for online virtual worlds


lies in the possibility to provide highly realistic, immersive
We propose the design of Plug, an application to find and interactions with other people in simulated environments
keep contacts with friends within many inter-connected 3D across time and space. In the foreseeable future, graphics
virtual worlds. Users use an instant messenger (IM)-like in- technologies may provide photo-realistic rendering for even
terface to converse with friends and find new contacts, us- average users; network bandwidth may increase to support
ing a virtual representation of the user’s self. It consists of content streaming for millions of easily browsable 3D sites;
three parts: a plug is an automatous agent / avatar situated and imaging techniques may capture our facial expressions
at a user’s computer that reflects and mimics its owner’s and body gestures to support life-like, face-to-face commu-
behaviors and interests; a plugspace is a virtual environ- nications using our avatars.
ment that can be inter-connected, with scales ranging from However, presently VEs are not yet a popular form of
a room to an entire virtual universe; and plugtalk is a set Internet applications, and gamers only comprise a limited
of packet formats and protocols that allow plugspaces to fraction of Internet users. This lack of adoptions may be
inter-connect, and individual plugs to navigate. Plug uti- contributed to three factors:
lizes standards whenever possible, and is designed to be Incentive The most popular form of VE to date is MMOGs,
scalable, extensible, and customizable for various uses such and the majority of MMOGs today confines to the genre of
as distance learning, virtual shopping, or online gaming. role-playing games (RPGs), where players engage in quests
By combining the looks of 3D virtual worlds and the acces- to gain experience points, virtual money, and equipment up-
sibility of IMs, we envision Plug as a step towards common grades. However, the RPG theme and genre may not appeal
virtual world experiences sharable by all Internet users. to all people, and the time required to master a game can
deter causal Internet users.
Accessibility VEs today are still not as accessible as other
1. Introduction Internet applications due to their hardware requirements,
user interfaces, and time investments. As 3D content
In recent years, 3D multi-user virtual environments is often large in volume (e.g., hundreds to thousands of
(VEs) [28] have seen tremendous growth in the form of megabytes for a given MMOG), users often need to spend a
massively multiplayer online games (MMOGs). MMOGs long time to download and install the program, and patch
allow people to assume virtual character representations for new updates. Compared with the experience of web
called avatars and participate in real-time, immersive in- browsing, accessing VEs today is still time-consuming and
teractions along with up to hundreds of thousands of other slow-paced.
users. The most popular MMOG today, World of Warcraft Standard Two well-known elements to WWW’s adoption
[32], has over 10 million paid subscribers as of 2008, while and growth have been the HTML format and the HTTP
the social virtual world Second Life also boosts over 10 mil- protocol. HTML de-couples the efforts of content authors
lion accounts at a growth rate of 120 additional servers per from software developers, and HTTP allows web browsers
week [18]. These virtual worlds have not merely provided and web servers to be independently developed. The de-
a new form of entertainment, but also a window on what is coupling and interoperability of various efforts have con-
yet to come on the Internet. With current hardware trends, tributed to scalable content and technology creations. How-
the growth and popularity of VEs likely will increase and ever, while 3D content standards are emerging (e.g., Col-
diversify into other forms of applications such as learning, lada [7], VRML and its successor X3D [35]), no recognized
training, shopping, and socializing. protocols yet exist for VE applications.

1521-9097/08 $25.00 © 2008 IEEE 787


DOI 10.1109/ICPADS.2008.121
Standards may not come easily given the diverse forms behaviors often are still of interest to others. To maintain
of VEs. On the other hand, incentive and accessibility are and keep interesting personalities and behaviors always on-
addressable with applications that are easy to install, quick line, we can encapsulate them in the forms of autonomous
to launch, and useful to specific needs. One important ques- agents that follow certain behavior scripts to act similarly
tion related to incentive is the availability of content, as the as, and in the interests of, the original users. Many of to-
scale of the virtual world and the amount of user interests day’s popular MMOGs are troubled by bots [6], which are
are often determined by the amount of interesting content autonomous agents that continuously act and mine the re-
that exists. For MMOGs, a large amount of resources are sources inside games. They are often banned by game com-
often spent in content creation, where it is typically the most panies due to their disruptions to gameplay balance and fair-
costly task during game production [1]. User-generated ness (i.e., players would gain experience points or virtual
content hence is a viable alternative that could enable VEs money without actually playing). However, Plug takes the
to stay interesting without requiring expensive content cre- opposite approach and embraces the concept of bots, by re-
ation pipelines (e.g., the creator of SimCity and The Sims quiring every user to start the virtual world experience by
Will Wright’s most recent game Spore expects the users to building a personalized self-acting avatar. The concept is
create the majority of content [30]). The issue of acces- similar to owning a virtual pet on the user’s desktop [9],
sibility is partially addressed as the average hardware im- except that the pet is the user himself or herself, acting on
proves. However, to deal with the typically large data vol- behalf of the user, in manners similar to the owner. We call
ume, real-time content streaming is a more long-term solu- this representation a plug of the user. A key functionality for
tion, where users would only need a light installation, and a plug is to navigate different user-generated virtual worlds
download other relevant content as needed [12, 19]. User- on its own across, search and interact with other plugs of
generated content and content streaming thus have been the interests, and collect information on behalf of the user.
basis for a growing number of VEs to provide better in-
centives and accessibility (e.g., Second Life builds on user- Inter-connected, streamable virtual worlds The uni-
generated content, and utilizes content streaming to deliver verse in which the plugs live are a set of inter-connected
terabytes of a growing content base [31]. Other recent VEs virtual worlds called plugspaces. Each plugspace is basi-
such as IMVU, Metaplace, VastPark, and Google Lively1 cally a VE with its own authentication, physics, interac-
also adopt a similar approach). Despite these general trends, tions, and script-based semantics. The plugspace server
3D content creation is still out of reach for ordinary users, also acts as the final arbitrator and repository for all the
and content streaming techniques are still in early stages game states in the virtual world. Plugspaces are scalable
where their scalability and efficiency are improvable. both in the number of worlds (via common communication
An interesting possibility lies in marrying the VE expe- protocols) and the number of participants within a world
rience with the interface of instant messengers (IMs) [14], (via distributed state management [10]). To allow greater
which currently form some of the largest online networks accessibility, each plugspace is stream-based, in the sense
for Internet users (e.g., some IM networks today, such as that all 3D content (e.g., geometric meshes, textures, anima-
AIM, MSN, and QQ, boost between 100 to 200 millions tion, physics rules), and the interaction / behavior scripts are
registered users, and up to 20 million peak concurrent users downloaded from the hosting site on demand. Users only
[14]). If VEs can be accessed in IM-style (i.e., easy to in- need a single universal client program to access and nav-
stall, non-intrusive, and useful for quick interactions), they igate the various plugspaces. However, as each plugspace
will likely become more useful and accessible. may have its own rules on physical behaviors and semantics
(e.g., a space may have heavier or lesser gravity, support
for item trading or competitions among users). As such,
2. Design of Plug user clients will need to download and follow the script-
based rules when they enter a particular plugspace. Similar
We propose to develop Plug, an IM-like, user-centered to websites, plugspaces can be hosted by any individual or
virtual world application, formed by two main components: organizations, on any machines connected to the Internet.
Personalized, autonomous avatars Plug is based on Often, a user starts the VE experience by creating a plug
user-generated content to attract users. However, instead and a room-sized plugspace, then it may control the plug
of 3D content, we observe that the most interesting and to enter and navigate plugspaces hosted by others. Differ-
generative content is actually the people themselves. The ent plugspace owners may choose to collectively build a
behaviors and conversations inside virtual worlds are the larger space by following the same set of in-world seman-
strongest social glues that connect and retain people. How- tic scripts, and linking individually created regions via see-
ever, people may not always be available online, or are al- through portals [29]. Depending on the plugspace’s cho-
ways interested in being online. Yet, their personalities and sen state management scheme, interactions among the plugs
1 http://mmve.wiki.sourceforge.net/Companies may or may not go through the plugspace server.

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2.1 Usage scenario

Figure 2. Data transfer in a Plug scenario


Figure 1. Avatar chatting in IMVU [15]
other words, VE nodes also need to agree at the semantic
Plug aims to help plug owners to maintain and develop (i.e., game rules) level in order to be interoperable.
new social relations via natural and spontaneous interac-
Plugspaces are intended to support interoperability with
tions. This is achieved in two stages: first, a user’s plug
a common set of content formats, transmission protocols,
may autonomously wander and navigate various public or
and interaction scripts. As such, we try to utilize existing
private plugspaces to find other interesting or like-minded
standards and protocols whenever possible. For example,
plugs. This is done by first learning a few well-known pub-
the ISO standard X3D [35] is intended to be used as the
lic plugspaces or directories. The plugs could then nav-
main 3D content format. Although Collada [7] is another
igate much like bots in MMOGs, and interact with other
popular content format for games today, it lacks considera-
plugs according to their behavior scripts. If some interest-
tions for streamability and object interactions due to its de-
ing plugs are found, the interactions (e.g., a conversation)
sign as an intermediate format used during the content pro-
are recorded and brought back to the plug owners. Sec-
duction pipeline [2] rather than a deployment format. By
ond, individual plug owners may follow up to learn more
using X3D for content representations, 3D avatars and ob-
about, or initiate interactions with, the other plug owners,
jects can transit across plugspaces consistently.
by controlling the plugs themselves (similar to avatar chat-
For network communications, a set of protocols on top
ting in the 3D chatrooms of IMVU, see Fig. 1). Here the in-
of TCP and UDP called plugtalk will be devised to allow
teractions change from agent-to-agent to human-to-human,
different virtual worlds to negotiate the positions of por-
where two or more people can converse or interact via their
tals and avatar transfer, so that users can walk from one
plugs, with voice or text, body languages or avatar gestures.
plugspace to another. Plugtalk is mainly designed to aid
the transitions between plugspaces, while leaving the in-
2.2 Interoperability considerations ternal semantics and state management to the interaction
scripts of individual plugspaces. To allow flexible inter-
The most successful interoperable VE to-date is arguably pretations of VE schematics, while ensuring consistent in-
the Distributed Interactive Simulation (DIS) protocol [22], terpretations for plugspaces that share the same semantics,
which specifies a set of standard network packets such that the interaction scripts follow a layered design similar to the
any compliant simulators can join a simulation at any time, X3D standard, where various profiles [35] encapsulate and
without a priori coordinations. On the other hand, API- define different levels of semantic commonality. For exam-
level standards such as High Level Architecture (HLA) [17] ple, at the most basic level, the data regarding avatars (e.g.,
has been less successful to offer interoperability among appearance and animations) and physical properties (e.g.,
different implementations. This experience suggests that positions and movements) should be understood and con-
a common language at the network/protocol-level may be sistently interpreted by all plugspace servers. Transitions
more essential to true interoperability2 . However, we ob- of avatars between worlds should also be understood by all
serve that a common set of network packets may not be servers. Beyond this level (e.g., how many hit points will an
enough for VEs, as the interpretations (i.e., processing) of attack takes), the semantics is left for the interaction scripts
the events and updates within the packets also need to be to decide, and consistent behaviors across VEs is achieved
consistent to ensure consistent behaviors across hosts. In only if the plugspace owners agree to adopt a common set
2 http://www.web3d.org/x3d/workgroups/x3d-networking/ of scripts. See Fig. 2 for the communication flow in Plug.

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3 Implementation Plans is 200MB, and realXtend is between 80MB to 100MB, but
both the 3D chatroom IMVU and the open source IM Pid-
gin [25] use only about 10MB of physical RAM. Our first
task will thus be to study the code structure of realXtend and
remove non-essential functionalities. We will also make the
client program minimized when not in use, so that rendering
is done only when active. As Second Life (and thus realX-
tend) already supports 3D streaming [12] (i.e., 3D content
is initially located at server-side), our second task will be
to utilize P2P content streaming to improve streaming effi-
ciency and scalability.

3.1 Avatar system

Automatous avatars require models, textures, anima-


Figure 3. realXtend test scene tions, and behavior scripts to appear and function properly.
We will base the 3D representations of the avatars in the
Our goal for an initial Plug prototype is to bring a light- X3D format, as it may be easier to transport avatars across
weight, easily installable VE client to users, where the vir- different plugspaces. To provide automatous agent behav-
tual worlds can accommodate users scalably, and transit iors, initially we will allow users to build avatar profiles
them smoothly. Our main approach is to convert an existing based on a list of keywords regarding personal interests.
open source VE client to resemble IM in installation and Avatars will wander randomly between the plugspaces of
usage, by transforming its content assets into X3D formats, friends and public areas, then interchange and compare with
and using peer-to-peer (P2P) networks to support VE’s state other plugs for similar interests based on keywords. If key-
management and content delivery [10, 12]. By adopting an words are matched, then a remote plug may be considered
existing VE client, we can focus our efforts on building and as a potential friend reportable to the plug owner.
integrating relevant techniques that help current VEs to be Regarding the search for like-minded users, we observe
more accessible and useful, instead of on content genera- that each of us often has questions that are best answered by
tion. Adopting an existing client thus will provide us with some knowledgeable persons. As everyone is knowledge-
real content to work with, while allowing us to focus on able in certain areas, if knowledgeable people can be lo-
other aspects, such as improving incentives and accessibil- cated online to answer specific questions, timely help can be
ity for users. Likewise, we will also utilize and enhance provided, while new social interactions may also be stimu-
existing open source libraries whenever possible. For ex- lated. We thus would also provide a mechanism for users to
ample, we could use FLoD [12] for content streaming, and search for and initiate conversations with appropriate users
VAST [11] for distributive game state management. given any question [13].
We have surveyed and found two suitable open source
large-scale VEs that may be targets for conversion: World-
Forge [34] and realXtend [26] (Fig. 3). WorldForge is a VE 3.2 State management
project started in 1998 and has subsequently developed a
number of related libraries as a game-building platform; re- Successful IM networks can easily reach into the range
alXtend is a modified Second Life client that uses the open of millions of concurrent users. It is thus important that the
source 3D engine OGRE [23] to support mesh-based mod- Plug architecture can accommodate various user sizes scal-
els (which is more flexible than the primitive, or prim-based ably. Recently peer-to-peer virtual environment research
modeling used in Second Life). It is also compatible with has provided solutions ranging from overlay management
both the official Second Life server and the open source [11] (i.e., the discovery of neighbors within a visible area
Second Life server Open Simulator [24]. As WorldForge without the help of servers), to state management [3, 10]
is still of prototype quality without the full functionalities (i.e., the division of game object states onto different client
of large-scale VEs, our current choice will be to use realX- nodes, with considerations for consistency, load balancing,
tend as the basis to prototype Plug, while leveraging exist- and fault tolerance), to client-assisted services (e.g., voice
ing Second Life functions. To make a virtual world IM-like, chatting [16] or content streaming [12]). We will adopt
it is important to reduce its memory footprint so that only a Voronoi State Management (VSM) [10] as the main ob-
minimal amount of resource is needed when not in use. As ject state management system, by distributing the existing
an example, the physical memory footprint of WorldForge client-server event-processing to selected super-peers.

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3.3 Content streaming and future extensibility. Common data for all avatars, such
as the representation for the 3D mesh model, texture, and
As realXtend is based on the official Second Life client, animation, as well as the position, scale, and orientation
content streaming is already supported. However, there are of the avatar, will need to be commonly communicated. If
still two main tasks for us: two worlds are connected via portals and desire a seamless
1) Distributed streaming: Second Life and realXtend transition among them, they could indicate in their com-
currently use the client-server model for content delivery, munications that a common set of scripts are used by both
which makes content streaming fairly slow under the lim- plugspaces. This way, the two plugspace servers could ex-
ited amount of server bandwidth. A scene typically takes change state updates directly as if a continuous world is be-
over 30 seconds to one minute to download adequate de- ing hosted.
tails for interactions. We seek to improve the situation by
utilizing idling client upload bandwidth, so that concurrent 4 Related work
downloads from other clients may speed up the time to ob-
tain a scene. We will achieve this by using and improv-
ing the FLoD library [12], which supports content discovery The most successful large-scale VEs to-date are
and peer selection for distributed, P2P-based 3D streaming. MMOGs (e.g., World of Warcraft and Second Life). How-
2) Format conversion: The two main considerations for ever, most of these games require tedious downloads that
the content data itself are whether the content is progressive make them inconvenient to access. Guild Wars [33] utilizes
(so that full download is not necessary before navigation) background download so that only a 100 kb loader is re-
and standardized (so that the same client may access dif- quired at first. The execution of the loader then initiates
ferent hosted worlds, and different client implementations the download for the first 100 MB for starting up the initial
can likewise access the same world). VE content mainly game. Afterwards, continuous download occur in the back-
includes triangular meshes, 2D bitmaps (textures and light ground for content in nearby regions. In this way, download
maps), animation data, sound effects, and music. As stan- time may become unnoticeable once the initial game starts.
dardized progressive formats already exist for texture im- However, Guild Wars is still an RPG that may not appeal to
age and music / sound (e.g., textures may be stored as JPEG the wider audience, and the 100 MB download still does not
or PNG files, music as MP3 or OGG files), the main for- compare with the almost instant access of the web.
mat issue thus lies in mesh models and animations. It will Recent research on peer-to-peer virtual environments
be our task to investigate whether the current formats used (P2P-VEs) attempt to support scalable and affordable VEs
by realXtend (i.e., the .mesh format in OGRE) can support by distributing the bandwidth and processing loads tradi-
progressive transmission and be interchanged with X3D, so tionally assigned to centralized servers to all the participat-
that interoperability across implementations is possible. ing client machines. Overlay designs such as Solipsis [8]
and VON [11], state management such as Colyseus [3] and
VSM [10], and systems such as HyperVerse [4] are some
3.4 Interaction scripts
examples. Additional work based on these overlay also
result in P2P-based 3D streaming design such as FLoD
Commercial large-scale VEs often utilize scripts to dic-
[12] and LOD-DT [5], or consistency framework such as
tate behaviors for non-player characters (NPCs) and game
Peers@Play [27]. We will utilize existing P2P-VE research
objects. For example, Second Life uses Linden Script Lan-
effort such as VON and FLoD to distribute game states and
guage (LSL) [20] as the internal script for all in-world ob-
support P2P-based 3D streaming in Plug.
ject behaviors. Likewise, Lua [21] has been used by many
MMOGs. We will simply adopt and continue the usage
for LSL as it is currently supported within realXtend, but 5 Discussions
will also investigate the suitability for other script languages
(e.g., object behaviors currently supported within X3D) if The designs of Plug address the following key issues for
other behaviors require them. VE adoptions:
Incentive Plug is designed as a non-intrusive, simple ap-
3.5 Networking protocols plication sitting on the user’s desktop like an IM. The main
function for Plug is to provide users a way to customize and
Plugtalk is the main communication protocol for Plug, train their avatars to search for other interesting people, and
whose main function is to allow user avatars be identified interact with them in a virtual world setting. These short
by different plugspaces and facilitate avatar transitions be- socialization-oriented interactions are potentially more ap-
tween them. Plugtalk will be a network-level, instead of pealing and easier to use than current RPG-based gaming
API-level protocol, in order to ensure its interoperability scenarios, by providing useful real-world functions.

791
Accessibility Making the user experience IM-like ad- [6] K.-T. Chen, J.-W. Jiang, P. Huang, H.-H. Chu, C.-L. Lei, and
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[15] IMVU. http://www.imvu.com, 2008.
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