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Issue No. 09 - September (2008 vol. 41)
ISSN: 0018-9162
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

Y. Kim et al., "Second Life and the New Generation of Virtual Worlds," in Computer, vol. 41, no. , pp. 46-53, 2008.
doi:10.1109/MC.2008.398
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