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Issue No.09 - September (2008 vol.41)
pp: 46-53
Changkyu Kim , Intel
Daehyun Kim , Intel
Christian Bienia , Princeton University
Youngmin Kim , University of Maryland, College Park
ABSTRACT
Unlike online games, metaverses present a single seamless, persistent world where users can transparently roam around without predefined objectives. An analysis of Second Life illustrates the demands such applications place on clients, servers, and the network and suggests possible optimizations.
INDEX TERMS
metaverses, virtual worlds, game technology, Second Life
CITATION
Sanjeev Kumar, Jatin Chhugani, Changkyu Kim, Daehyun Kim, Anthony Nguyen, Pradeep Dubey, Christian Bienia, Youngmin Kim, "Second Life and the New Generation of Virtual Worlds", Computer, vol.41, no. 9, pp. 46-53, September 2008, doi:10.1109/MC.2008.398
REFERENCES
1. T. Alexander, Massively Multiplayer Game Development 2, Charles River Media, 2005.
2. M. Rymaszewski et al., Second Life: The Official Guide, John Wiley &Sons, 2006.
3. Y-K. Chen et al., "Convergence of Recognition, Mining, and Synthesis Workloads and Its Implications," Proc. IEEE, May 2008, pp. 790–807.
4. L. Seiler et al., "Larrabee: A Many-Core x86 Architecture for Visual Computing," ACM Trans. Graphics, Aug. 2008, pp. 1–15.
5. A. Abdelkhalek, A. Bilas, and A. Moshovos, "Behavior and Performance of Interactive Multi-Player Game Servers," Cluster Computing, Oct. 2003, pp. 355–366.
6. Y-K. Chen et al., "High-Performance Physical Simulations on Next-Generation Architecture with Many Cores," Intel Technology J., Aug. 2007, pp. 251–261.
7. J. Chhugani et al., "vLOD: High-Fidelity Walkthrough of Large Virtual Environments," IEEE Trans. Visualization and Computer Graphics, Jan. 2005, pp. 35–47.
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