Perception-Based Filtering for MMOGs
Author(s) -
Souad El Merhebi,
Jean-Christophe Hoelt,
Patrice Torguet,
JeanPierre Jessel
Publication year - 2008
Publication title -
international journal of computer games technology
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.248
H-Index - 19
eISSN - 1687-7055
pISSN - 1687-7047
DOI - 10.1155/2008/243107
Subject(s) - interactivity , scalability , computer science , perception , bandwidth (computing) , consistency (knowledge bases) , distributed computing , multimedia , human–computer interaction , artificial intelligence , computer network , psychology , database , neuroscience
Online games have exploded in the last few years. These games face several problems linked to scalability and interactivity. In fact, online games should provide a quick feedback of users' interactions as well as a coherent view of the shared world. However, the search for enhanced scalability dramatically increases message exchange. Such an increase consumes processing power and bandwidth, and thus limits interactivity, consistency, and scalability. To reduce the rate of message exchange, distributed virtual environment systems use filtering techniques such as interest management that filters messages according to users' interests in the world. These interests are influenced by perceptual facts which we study in this paper in order to build upon them a perception-based filtering technique. This technique satisfies users' needs by precisely providing an exact filtering which is more efficient than other techniques
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