Issue No.04 - July/August (2004 vol.24)
Jauvane C. de Oliveira , National Laboratory for Scientific Computation, Brazil, Military Institute of Engineering, Brazil
Seok Jong Yu , University of Ottawa
Nicolas D. Georganas , University of Ottawa
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/MCG.2004.18
Collaborative virtual environment (CVE) concepts have been used in many systems in the past few years. Applications of such technology range from military combat simulations to various civilian commercial applications. To make a CVE more interesting to users, it's possible to embed or "stitch" together copies of areas that users might have interest in from one virtual world into another one. This procedure augments both the physical size of a virtual world as well as the potential of having a larger number of users within the world--since the added attractions will work as an incentive for more users to join the world. On the other hand this procedure brings up a series of problems related to consistency, which is the focus of this article. The article introduces a methodology that ensures all copies of a given area of a world are kept consistent with each other, as well as with the original world. The article also discusses application of this methodology to several CVE architectures. Finally, it introduces two other approaches to be used when a less strict consistency model is sufficient.
large-scale virtual environments, collaborative virtual environments, virtual reality, embedded worlds, LSVE, CVE, VELVET, ownership management, consistency control
Jauvane C. de Oliveira, Seok Jong Yu, Nicolas D. Georganas, "Synchronized World Embedding in Virtual Environments", IEEE Computer Graphics and Applications, vol.24, no. 4, pp. 73-83, July/August 2004, doi:10.1109/MCG.2004.18