loading...
Networked virtual worlds
Geneva, Switzerland April 19-April 21
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/CA.1995.393549Computer Animation 1995
 This Article 
 
PDF
HTML
 
 Share 
   
 Bibliographic References 
   
 Add to: 
 
Digg
Furl
Spurl
Blink
Simpy
Google
Del.icio.us
Y!MyWeb
 
 Search 
   
G. Singh, Inst. of Syst. Sci., Nat. Univ. of Singapore, Singapore
W. Png, Inst. of Syst. Sci., Nat. Univ. of Singapore, Singapore
A. Wong, Inst. of Syst. Sci., Nat. Univ. of Singapore, Singapore
L. Serra, Inst. of Syst. Sci., Nat. Univ. of Singapore, Singapore
Networked virtual worlds allow multiple virtual worlds connected on a network to share information with one another. Developing such virtual worlds is, however, fraught with many difficulties. Handling both the networking and user interface needs of virtual worlds in an efficient manner poses interesting trade-off-options. In this paper, we discuss the key requirements of networked virtual worlds and describe a system called BrickNet that addresses these requirements.
Index Terms:
virtual reality; client-server systems; networked virtual worlds; multiple virtual worlds; networking; user interface needs; BrickNet
Citation:
G. Singh, W. Png, A. Wong, L. Serra, "Networked virtual worlds," ca, pp.44, Computer Animation 1995, 1995
Usage of this product signifies your acceptance of the Terms of Use.


Suggestions