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Issue No.03 - July-September (2009 vol.8)
pp: 50-54
Daniel Horn , Stanford University
Ewen Cheslack-Postava , Stanford University
Tahir Azim , Stanford University
Michael J. Freedman , Princeton University
Philip Levis , Stanford University
ABSTRACT
Online virtual worlds have long been an anticipated medium for digital communications. They provide a compelling substrate for shared, networked environments where people can communicate, shop, socialize, collaborate, and learn. However, today's systems fall short of their imagined potential. The Meru project is designing and implementing an architecture for virtual worlds of the future. Our key insight is that a virtual model of the real world is a comfortable metaphor which addresses a wide range of issues including security, scalability, and federation. This symmetry between real and virtual worlds also permits a natural interaction between the two.
INDEX TERMS
networks, distributed computing, computer graphics, pervasive computing, IEEE, virtual world, cross-reality
CITATION
Daniel Horn, Ewen Cheslack-Postava, Tahir Azim, Michael J. Freedman, Philip Levis, "Scaling Virtual Worlds with a Physical Metaphor", IEEE Pervasive Computing, vol.8, no. 3, pp. 50-54, July-September 2009, doi:10.1109/MPRV.2009.54
REFERENCES
1. A. Bharambe, J. Pang, and S. Seshan, "Colyseus: A Distributed Architecture for Online Multiplayer Games," Proc. 3rd Conf. Networked Systems Design &Implementation (NSDI 06), Usenix Assoc., 2006, pp. 155–168.
2. Akamai Technologies, Inc., www.akamai.com, 2009.
3. M. Regan and R. Pose, "Priority Rendering with a Virtual Reality Address Recalculation Pipeline," Proc. 21st Ann. Conf. Computer Graphics and Interactive Techniques (SIGGRAPH 94), ACM Press, 1994, pp. 155–162.
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