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Multimedia Tools and Applications

, Volume 45, Issue 1–3, pp 109–131 | Cite as

ALVIC-NG: state management and immersive communication for massively multiplayer online games and communities

  • Peter QuaxEmail author
  • Bart Cornelissen
  • Jeroen Dierckx
  • Gert Vansichem
  • Wim Lamotte
Article

Abstract

ALVIC-NG is an architecture for networked games based on the classic client/server paradigm. While peer-to-peer and hybrid systems have been extensively researched, the client/server approach provides many advantages that are beneficial or even required from a content, application and service provider’s point-of-view. ALVIC-NG consists of an extendable framework which allows for dynamic allocation of server capacity, combined with facilities for player activity management and moderation. This is achieved by introducing an intermediate layer of proxy servers in the architecture to intelligently channel the messages flow. Additionally, ALVIC-NG provides a means for immersive communication by enabling real-time voice chat between participants through an off-the-shelf conferencing system that is closely coupled to the state management facilities and spatial subdivision scheme. Besides a theoretical discussion, we also provide insight into the design of the simulation setup through which we are able to provide actual figures that demonstrate the viability of the proposed solution.

Keywords

Networked virtual environments Scalability Communication Conferencing 

Notes

Acknowledgements

Part of this research is funded by the European Fund for Regional Development (EFRD). The authors would like to thank the partners involved in the IBBT Teleon project.

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Copyright information

© Springer Science+Business Media, LLC 2009

Authors and Affiliations

  • Peter Quax
    • 1
    Email author
  • Bart Cornelissen
    • 1
  • Jeroen Dierckx
    • 1
  • Gert Vansichem
    • 2
  • Wim Lamotte
    • 1
  1. 1.Hasselt University / tUL / IBBTDiepenbeekBelgium
  2. 2.Androme NVDiepenbeekBelgium

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