Streaming and synchronization of multi-user worlds through HTTP/1.1.
WEB3D(2011)
摘要
ABSTRACTAs the trend of online multi-user worlds gets more and more momentum, such worlds usually require heavy infrastructures both in terms of hardware and software: servers often manage the entire world simulation, and hence limit the number of simultaneous connections. The data exchanges are performed using proprietary protocols, requiring specific server applications and the use of dedicated ports which leads to potentially complex proxy issues for connection. Also, online virtual worlds usually target specific platforms (e.g. PC for Second Life, or game stations for Playstation Home), and even reduce the use of the world to a subset of available platforms due to bandwidth or hardware requirements.
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