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Spatialized audio streaming for networked virtual environments
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Source
International Multimedia Conference archive
Proceeding of the 16th ACM international conference on Multimedia table of contents
Vancouver, British Columbia, Canada
SESSION: Systems track S2: beyond 2D table of contents
Pages 299-308  
Year of Publication: 2008
ISBN:978-1-60558-303-7
Authors
Roger Zimmermann  National University of Singapore, Singapore, Singapore
Ke Liang  National University of Singapore, Singapore, Singapore
Sponsors
ACM: Association for Computing Machinery
SIGMULTIMEDIA: ACM Special Interest Group on Multimedia
Publisher
ACM  New York, NY, USA
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ABSTRACT

Networked virtual environments (NVE) are increasingly popular and represent a range of applications. Some online virtual worlds have a dedicated purpose, such as Massively Multiplayer Online Games (MMOG), while others implement more of foundational frameworks which are not necessarily applications per se, but form platforms to create applications. One of the premier examples of the latter is Second Life from Linden Lab. While such networked virtual environments show great potential for interesting and novel applications, many technical challenges remain. A significant shortcoming in current systems concerns the communication between virtual world participants. Early designs only supported text chat, while more recently voice chat has been introduced. However, often the voice communication paradigm still mimics traditional audio group conferencing without adaptation to the three-dimensional metaverse paradigm. In this study we present our design of an interactive audio streaming protocol that aims to enable the creation of an aural soundscape around the user that matches the visual experience. To make our design practical, scalable and to avoid further burdening the virtual world servers, our protocol is based on a peer-to-peer distribution topology. Simulation results are presented that show the feasibility and utility of our design.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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M. Castro, M. B. Jones, A.-M Kermarrec, A. Rowstron, M. Theimer, H. Wang, and A. Wolman. An Evaluation of Scalable Application-Level Multicast Built Using Peer-to-Peer Overlays. In 22nd Annual Joint Conference of the IEEE Computer and Communications Societies (INFOCOM), pages 1510--1520, 2003.
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Leslie S. Liu, Rahul S. Hampole, Beomjoo Seo, and Roger Zimmermann. ACTIVE: A Low Latency P2P Live Streaming Architecture. In SPIE/IS&T Conference on Multimedia Computing and Networking (MMCN), San Jose, California, January 17-20, 2005.
 
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Leslie S. Liu and Roger Zimmermann. Adaptive Low-Latency Peer-to-Peer Streaming and Its Application. Multimedia Systems Journal (MMSJ), 11(6):497--512, June 2006.
 
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Amarnath Mukherjee. On the Dynamics and Significance of Low Frequency Components of Internet Load. Internetworking: Research and Experience, 5(4):163--205, 1994.
 
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Cong Duc Nguyen, Farzad Safaei, and Paul Boustead. Performance Evaluation of a Proxy System for Providing Immersive Audio Communication to Massively Multi-Player Games. In GlobeCom Workshops, pages 192--199. IEEE Press, Piscataway, NJ, November 2004.
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Roger Zimmermann, Beomjoo Seo, Leslie S. Liu, Rahul S. Hampole, and Brent Nash. Audiopeer: A Collaborative Distributed Audio Chat System. Distributed Multimedia Systems, San Jose, CA, 2004.


Collaborative Colleagues:
Roger Zimmermann: colleagues
Ke Liang: colleagues