Guest Editor's introduction: Special issue on distributed virtual environments

R. Lea
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Early work on such environments was restricted to their use in simulation, in particular in military simulation. However, over recent years a number of interesting and potentially far-reaching attempts have been made to exploit the technology for a range of other uses, including: Social spaces. Such spaces can be seen as logical extensions of the familiar text chat space. In 3D social spaces avatars, representing participants, can meet in shared 3D scenes and in addition to text chat can use visual cues and even in some cases spatial audio. Collaborative working. A number of recent projects have attempted to explore the use of DVEs to facilitate computer-supported collaborative working (CSCW), where the 3D space provides a context and work space for collaboration. Gaming. The shared 3D space is already familiar, albeit in a constrained manner, to the gaming community. DVEs are a logical superset of existing 3D games and can provide a rich framework for advanced gaming applications. e-commerce. The ability to navigate through a virtual shopping mall and to look at, and even interact with, 3D representations of articles has appealed to the e-commerce community as it searches for the best method of presenting merchandise to electronic consumers. The technology needed to support these systems crosses a number of disciplines in computer science. These include, but are certainly not limited to, real-time graphics for the accurate and realistic representation of scenes, group communications for the efficient update of shared consistent scene data, user interface modelling to exploit the use of the 3D representation and multimedia systems technology for the delivery of streamed graphics and audio-visual data into the shared scene. It is this intersection of technologies and the overriding need to provide visual realism that places such high demands on the underlying distributed systems infrastructure and makes DVEs such fertile ground for distributed systems research. Two examples serve to show how DVE developers have exploited the unique aspects of their domain. Communications. The usual tension between latency and throughput is particularly noticeable within DVEs. To ensure the timely update of multiple viewers of a particular scene requires that such updates be propagated quickly. However, the sheer volume of changes to any one scene calls for techniques that minimize the number of distinct updates that are sent to the network. Several techniques have been used to address this tension; these include the use of multicast communications, and in particular multicast in wide-area networks to reduce actual message traffic. Multicast has been combined with general group communications to partition updates to related objects or users of a scene. A less traditional approach has been the use of dead reckoning whereby a client application that visualizes the scene calculates position updates by extrapolating movement based on previous information. This allows the system to reduce the number of communications needed to update objects that move in a stable manner within the scene. Scaling. DVEs, especially those used for social spaces, are required to support large numbers of simultaneous users in potentially large shared scenes. The desire for scalability has driven different architectural designs, for example, the use of fully distributed architectures which scale well but often suffer performance costs versus centralized and hierarchical architectures in which the inverse is true. However, DVEs have also exploited the spatial nature of their domain to address scalability and have pioneered techniques that exploit the semantics of the shared space to reduce data updates and so allow greater scalability. Several of the systems reported in this special issue apply a notion of area of interest to partition the scene and so reduce the participants in any data updates. The specification of area of interest differs between systems. One approach has been to exploit a geographical notion, i.e. a regular portion of a scene, or a semantic unit, such as a room or building. Another approach has been to define the area of interest as a spatial area associated with an avatar in the scene. The five papers in this special issue have been chosen to highlight the distributed systems aspects of the DVE domain. The first paper, on the DIVE system, described by Emmanuel Frecon and Marten Stenius explores the use of multicast and group communication in a fully peer-to-peer architecture. The developers of DIVE have focused on its use as the basis for collaborative work environments and have explored the issues associated with maintaining and updating large complicated scenes. The second paper, by Hiroaki Harada et al, describes the AGORA system, a DVE concentrating on social spaces and employing a novel communication technique that incorporates position update and vector information to support dead reckoning. The paper by Simon Powers et al explores the application of DVEs to the gaming domain. They propose a novel architecture that separates out higher-level game semantics - the conceptual model - from the lower-level scene attributes - the dynamic model, both running on servers, from the actual visual representation - the visual model - running on the client. They claim a number of benefits from this approach, including better predictability and consistency. Wolfgang Broll discusses the SmallView system which is an attempt to provide a toolkit for DVEs. One of the key features of SmallView is a sophisticated application level protocol, DWTP, that provides support for a variety of communication models. The final paper, by Chris Greenhalgh, discusses the MASSIVE system which has been used to explore the notion of awareness in the 3D space via the concept of `auras'. These auras define an area of interest for users and support a mapping between what a user is aware of, and what data update rate the communications infrastructure can support. We hope that this selection of papers will serve to provide a clear introduction to the distributed system issues faced by the DVE community and the approaches they have taken in solving them. Finally, we wish to thank Hubert Le Van Gong for his tireless efforts in pulling together all these papers and both the referees and the authors of the papers for the time and effort in ensuring that their contributions teased out the interesting distributed systems issues for this special issue. † E-mail address: rodger@arch.sel.sony.com","PeriodicalId":404872,"journal":{"name":"Distributed Syst. Eng.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1998-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Distributed Syst. Eng.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1088/0967-1846/5/3/001","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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Abstract

Distributed virtual environments (DVEs) combine technology from 3D graphics, virtual reality and distributed systems to provide an interactive 3D scene that supports multiple participants. Each participant has a representation in the scene, often known as an avatar, and is free to navigate through the scene and interact with both the scene and other viewers of the scene. Changes to the scene, for example, position changes of one avatar as the associated viewer navigates through the scene, or changes to objects in the scene via manipulation, are propagated in real time to all viewers. This ensures that all viewers of a shared scene `see' the same representation of it, allowing sensible reasoning about the scene. Early work on such environments was restricted to their use in simulation, in particular in military simulation. However, over recent years a number of interesting and potentially far-reaching attempts have been made to exploit the technology for a range of other uses, including: Social spaces. Such spaces can be seen as logical extensions of the familiar text chat space. In 3D social spaces avatars, representing participants, can meet in shared 3D scenes and in addition to text chat can use visual cues and even in some cases spatial audio. Collaborative working. A number of recent projects have attempted to explore the use of DVEs to facilitate computer-supported collaborative working (CSCW), where the 3D space provides a context and work space for collaboration. Gaming. The shared 3D space is already familiar, albeit in a constrained manner, to the gaming community. DVEs are a logical superset of existing 3D games and can provide a rich framework for advanced gaming applications. e-commerce. The ability to navigate through a virtual shopping mall and to look at, and even interact with, 3D representations of articles has appealed to the e-commerce community as it searches for the best method of presenting merchandise to electronic consumers. The technology needed to support these systems crosses a number of disciplines in computer science. These include, but are certainly not limited to, real-time graphics for the accurate and realistic representation of scenes, group communications for the efficient update of shared consistent scene data, user interface modelling to exploit the use of the 3D representation and multimedia systems technology for the delivery of streamed graphics and audio-visual data into the shared scene. It is this intersection of technologies and the overriding need to provide visual realism that places such high demands on the underlying distributed systems infrastructure and makes DVEs such fertile ground for distributed systems research. Two examples serve to show how DVE developers have exploited the unique aspects of their domain. Communications. The usual tension between latency and throughput is particularly noticeable within DVEs. To ensure the timely update of multiple viewers of a particular scene requires that such updates be propagated quickly. However, the sheer volume of changes to any one scene calls for techniques that minimize the number of distinct updates that are sent to the network. Several techniques have been used to address this tension; these include the use of multicast communications, and in particular multicast in wide-area networks to reduce actual message traffic. Multicast has been combined with general group communications to partition updates to related objects or users of a scene. A less traditional approach has been the use of dead reckoning whereby a client application that visualizes the scene calculates position updates by extrapolating movement based on previous information. This allows the system to reduce the number of communications needed to update objects that move in a stable manner within the scene. Scaling. DVEs, especially those used for social spaces, are required to support large numbers of simultaneous users in potentially large shared scenes. The desire for scalability has driven different architectural designs, for example, the use of fully distributed architectures which scale well but often suffer performance costs versus centralized and hierarchical architectures in which the inverse is true. However, DVEs have also exploited the spatial nature of their domain to address scalability and have pioneered techniques that exploit the semantics of the shared space to reduce data updates and so allow greater scalability. Several of the systems reported in this special issue apply a notion of area of interest to partition the scene and so reduce the participants in any data updates. The specification of area of interest differs between systems. One approach has been to exploit a geographical notion, i.e. a regular portion of a scene, or a semantic unit, such as a room or building. Another approach has been to define the area of interest as a spatial area associated with an avatar in the scene. The five papers in this special issue have been chosen to highlight the distributed systems aspects of the DVE domain. The first paper, on the DIVE system, described by Emmanuel Frecon and Marten Stenius explores the use of multicast and group communication in a fully peer-to-peer architecture. The developers of DIVE have focused on its use as the basis for collaborative work environments and have explored the issues associated with maintaining and updating large complicated scenes. The second paper, by Hiroaki Harada et al, describes the AGORA system, a DVE concentrating on social spaces and employing a novel communication technique that incorporates position update and vector information to support dead reckoning. The paper by Simon Powers et al explores the application of DVEs to the gaming domain. They propose a novel architecture that separates out higher-level game semantics - the conceptual model - from the lower-level scene attributes - the dynamic model, both running on servers, from the actual visual representation - the visual model - running on the client. They claim a number of benefits from this approach, including better predictability and consistency. Wolfgang Broll discusses the SmallView system which is an attempt to provide a toolkit for DVEs. One of the key features of SmallView is a sophisticated application level protocol, DWTP, that provides support for a variety of communication models. The final paper, by Chris Greenhalgh, discusses the MASSIVE system which has been used to explore the notion of awareness in the 3D space via the concept of `auras'. These auras define an area of interest for users and support a mapping between what a user is aware of, and what data update rate the communications infrastructure can support. We hope that this selection of papers will serve to provide a clear introduction to the distributed system issues faced by the DVE community and the approaches they have taken in solving them. Finally, we wish to thank Hubert Le Van Gong for his tireless efforts in pulling together all these papers and both the referees and the authors of the papers for the time and effort in ensuring that their contributions teased out the interesting distributed systems issues for this special issue. † E-mail address: rodger@arch.sel.sony.com
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客座编辑介绍:关于分布式虚拟环境的特刊
分布式虚拟环境(DVEs)结合了3D图形、虚拟现实和分布式系统的技术,提供了一个支持多个参与者的交互式3D场景。每个参与者在场景中都有一个代表,通常被称为化身,并且可以自由地在场景中导航,并与场景和场景的其他观众互动。场景的改变,例如,当关联的观察者在场景中导航时,一个角色的位置改变,或者通过操纵改变场景中的物体,都会实时传播给所有的观察者。这确保了共享场景的所有观众“看到”相同的表现形式,从而允许对场景进行合理的推理。关于这种环境的早期工作仅限于它们在模拟中的使用,特别是在军事模拟中。然而,近年来,人们进行了许多有趣且具有潜在深远意义的尝试,将该技术用于一系列其他用途,包括:社交空间。这样的空间可以看作是熟悉的文本聊天空间的逻辑扩展。在3D社交空间中,代表参与者的虚拟角色可以在共享的3D场景中见面,除了文字聊天之外,还可以使用视觉线索,甚至在某些情况下还可以使用空间音频。协作工作。最近的一些项目试图探索使用dve来促进计算机支持的协同工作(CSCW),其中3D空间为协作提供了上下文和工作空间。游戏。共享的3D空间对于游戏社区来说已经很熟悉了,尽管是以一种有限的方式。dve是现有3D游戏的逻辑超集,可以为高级游戏应用程序提供丰富的框架。电子商务。在寻找向电子消费者展示商品的最佳方法的电子商务社区中,浏览虚拟购物中心、查看商品的3D表示,甚至与之互动的能力很有吸引力。支持这些系统所需的技术跨越了计算机科学中的许多学科。这些包括,但当然不限于,用于准确和逼真地表示场景的实时图形,用于有效更新共享一致场景数据的组通信,用于利用3D表示和多媒体系统技术将流图形和视听数据传输到共享场景的用户界面建模。正是这种技术的交叉和提供视觉真实感的首要需求,对底层分布式系统基础设施提出了如此高的要求,并使分布式系统研究成为如此肥沃的土壤。有两个例子可以说明DVE开发人员如何利用其领域的独特方面。通信。延迟和吞吐量之间的紧张关系在dve中尤为明显。为了确保特定场景的多个观看者的及时更新,需要这种更新能够快速传播。然而,任何场景的巨大变化都需要最小化发送到网络的不同更新数量的技术。已经使用了几种技术来解决这种紧张关系;其中包括使用多播通信,特别是广域网中的多播,以减少实际的消息流量。多播与一般的组通信相结合,将更新划分到场景的相关对象或用户。一种不太传统的方法是使用航位推算,即客户端应用程序通过根据先前的信息推断运动来可视化场景,从而计算位置更新。这使得系统可以减少更新场景中以稳定方式移动的物体所需的通信数量。扩展。dve,特别是那些用于社交空间的dve,需要在潜在的大型共享场景中支持大量同时用户。对可伸缩性的渴望推动了不同的架构设计,例如,使用完全分布式的架构,它可以很好地扩展,但通常会受到性能成本的影响,而集中式和分层架构则相反。然而,dve也利用其领域的空间特性来解决可伸缩性问题,并开创了利用共享空间的语义来减少数据更新从而实现更大可伸缩性的技术。本特刊中报道的几个系统应用了兴趣区域的概念来划分场景,从而减少了任何数据更新中的参与者。不同的系统对感兴趣领域的描述是不同的。一种方法是利用地理概念,即场景的规则部分,或语义单元,如房间或建筑物。另一种方法是将感兴趣的区域定义为与场景中的角色相关的空间区域。
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