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Traffic analysis of avatars in Second Life
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International Workshop on Network and Operating System Support for Digital Audio and Video archive
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video table of contents
Braunschweig, Germany
SESSION: Analyses and conclusions table of contents
Pages 69-74  
Year of Publication: 2008
ISBN:978-1-60558-157-6
Authors
James Kinicki  University of Michigan, Ann Arbor, MI
Mark Claypool  Worcester Polytechnic Institute, Worcester, MA
Sponsors
: Technische Universität Braunschweig
SIGMULTIMEDIA: ACM Special Interest Group on Multimedia
: Simula Research Laboratory
Publisher
ACM  New York, NY, USA
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ABSTRACT

New forms for interaction in virtual worlds, such as Second Life, bring dynamic network traffic because the number of online users can vary greatly from region to region and users can add their own content, such as dynamic objects and custom artwork. While there have been numerous studies on network traffic for multimedia applications and even online games, there has been little effort in understanding the traffic profile for virtual worlds. Earlier work suggests bandwidth used by Second Life varies with the avatar actions and amount of streaming content. Our paper complements this work, first by confirming some earlier results, then by strengthening the network analysis by extending the set of avatar actions studied and by varying the number of objects and avatars interacted with in the virtual world. Our results show that the population and number of objects near an avatar in the virtual world have a dramatic effect on the network characteristics, with dense, crowded areas demanding far more bandwidth than sparse, deserted areas. Similarly, avatar actions that require fast motion, such as walking and flying, use more bandwidth than standing, especially when the former is in a dense area and the latter is in a sparse area. The analysis in this paper can help network planning for access links and core networks as well as provide a base for building synthetic models for simulation.


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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S. Fernandes, C. Kamienski, D. Sadok, J. Moreira, and R. Antonello. Traffic Analysis Beyond This World: the Case of Second Life. In NOSSDAV, Illinois, USA, June 2007.
 
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International Digital Software Association. Beyond Second Life, June 11 2001.
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Collaborative Colleagues:
James Kinicki: colleagues
Mark Claypool: colleagues