
Networked Virtual Environments
Design and Implementation
Addison Wesley (Publisher)
Published on 7. September 1999
Book
Hardback
352 pages
978-0-201-32557-7 (ISBN)
Description
Networked virtual environments (net-VEs) offer a three-dimensional, virtual "space" in which users around the world can interact in real-time. Net-VE applications--already in use by the military and aerospace and entertainment industries--are used to enhance engineering design, scientific research, and electronic commerce. This emerging, rapidly proliferating field is propelled by globalization and increasingly sophisticated networking capabilities. Written by two of the field's leading pioneers, this book represents seminal work on networked virtual environments. Offering a comprehensive examination of net-VEs, the text covers the underlying technologies and provides a step-by-step roadmap for designing and building interactive 3D virtual environments. In particular, the authors focus on strategies for overcoming limitations that can impede real-time interactive system development and describe numerous practical techniques for creating successful, real-world net-VE applications.You will find in-depth coverage of important topics, such as: *Basic challenges in net-VE design *Relevant networking principles and Internet communication protocols *How to organize the communications infrastructure *How to manage dynamic shared states *System design for real-time, multiuser interaction *How to ensure real-time response and scalability by managing limited bandwidth and computational resources *Emerging techniques and standards for deploying net-VEs over the Internet Moving beyond the state of the art, Networked Virtual Environments points to future developments that will make net-VEs a pervasive form of professional and personal telecommunications.
Authoritative, technically detailed, and comprehensive, this book will help you understand and participate in this exciting field. 0201325578B04062001
Authoritative, technically detailed, and comprehensive, this book will help you understand and participate in this exciting field. 0201325578B04062001
More details
Language
English
Place of publication
Boston
United States
Publishing group
Pearson Education (US)
Target group
College/higher education
Dimensions
Height: 242 mm
Width: 195 mm
Thickness: 20 mm
Weight
732 gr
ISBN-13
978-0-201-32557-7 (9780201325577)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Persons
Sandeep Singhal is CTO of ReefEdge, Inc.--a wireless applications and infrastructure company based in Fort Lee, New Jersey. He was formerly Chief Architect and a Senior Technical Staff Member for IBM's Pervasive Computing Division, where he was responsible for product design to support network connectivity from a broad range of sub-PC devices to Web servers and application infrastructure. He previously worked as a Research Staff Member in IBM's T. J. Watson Research Center and as a Software Engineer for the National Aeronautics and Space Administration (NASA). He is also an adjunct assistant professor on the graduate faculty at North Carolina State University in Raleigh.
Sandeep's interests include network protocol design for large-scale collaborative and real-time systems, object-oriented software engineering, and network computing for pervasive computing devices. His credits include dozens of publications, including Networked Virtual Environments (Addison-Wesley, 1999), and ten issued patents. He served for the Defense Advanced Research Projects Agency (DARPA) on an advisory board defining a long-term networked virtual environment research agenda and participated in a National Research Council effort to link military and entertainment applications of simulation technology. Sandeep also played a key role in defining and implementing the Defense Department's High Level Architecture (HLA) for distributed simulation.
Sandeep has participated in the WAP Forum since February of 1998. He currently chairs the User Agent Profile drafting committee and the Architectural Consistency Group at the WAP Forum. He is a member of the W3C Mobile Access Interest Group and is actively working toward converging WAP technologies with the larger Web.
Sandeep holds M.S. and Ph.D degrees in computer science from Stanford University, as well as B.S. degrees in computer science and in mathematical sciences and a B.A. in mathematics from Johns Hopkins University.
Michael Zyda is a professor in the Department of Computer Science at the Naval Postgraduate School in Monterey, California, where he performs research on net-VEs. He was a member of the National Research Council's Committee on Virtual Reality Research and Development, and also has served as Chair of the National Research Council Committee on Modeling and Simulation: Linking Entertainment and Defense.
0201325578AB04062001
Sandeep's interests include network protocol design for large-scale collaborative and real-time systems, object-oriented software engineering, and network computing for pervasive computing devices. His credits include dozens of publications, including Networked Virtual Environments (Addison-Wesley, 1999), and ten issued patents. He served for the Defense Advanced Research Projects Agency (DARPA) on an advisory board defining a long-term networked virtual environment research agenda and participated in a National Research Council effort to link military and entertainment applications of simulation technology. Sandeep also played a key role in defining and implementing the Defense Department's High Level Architecture (HLA) for distributed simulation.
Sandeep has participated in the WAP Forum since February of 1998. He currently chairs the User Agent Profile drafting committee and the Architectural Consistency Group at the WAP Forum. He is a member of the W3C Mobile Access Interest Group and is actively working toward converging WAP technologies with the larger Web.
Sandeep holds M.S. and Ph.D degrees in computer science from Stanford University, as well as B.S. degrees in computer science and in mathematical sciences and a B.A. in mathematics from Johns Hopkins University.
Michael Zyda is a professor in the Department of Computer Science at the Naval Postgraduate School in Monterey, California, where he performs research on net-VEs. He was a member of the National Research Council's Committee on Virtual Reality Research and Development, and also has served as Chair of the National Research Council Committee on Modeling and Simulation: Linking Entertainment and Defense.
0201325578AB04062001
Content
1. The Promises and Challenges of Networked Virtual Environments.
What Is a Networked Virtual Environment?
Graphics Engines and Displays.
Control and Communication Devices.
Processing Systems.
Data Network.
Challenges in Net-VE Design and Development.
Network Bandwidth.
Heterogeneity.
Distributed Interaction.
Real-Time System Design and Resource Management.
Failure Management.
Scalability.
Deployment and Configuration.
Conclusion.
References.
2. The Origin of Networked Virtual Environments.
Department of Defense Networked Virtual Environments.
SIMNET.
Distributed Interactive Simulation.
Networked Games and Demos.
SGI Flight and Dogfight.
Doom.
Other Games.
Academic Networked Virtual Environments.
NPSNET.
PARADISE.
DIVE.
Brick Net.
MR Toolkit Peer Package.
Others.
Conclusion.
References.
3. A Networking Primer.
Fundamentals of Data Transfer.
Network Latency.
Network Bandwidth.
Network Reliability.
Network Protocol.
The BSD Sockets Architecture.
Sockets and Ports.
The Internet Protocol.
Introducing the Internet Protocols for Net-Ves.
Transmission Control Protocol.
User Datagram Protocol.
IP Broadcasting Using UDP.
IP Multicasting.
Selecting a Net-VE Protocol.
Using TCP/IP.
Using UDP/IP.
Using IP Broadcasting.
Using IP Multicasting.
Conclusion.
References.
4. Communication Architectures.
Two Players on a LAN.
Multiplayer Client-Server Systems.
Multiplayer Client-Server, with Multiple-Server Architectures.
Peer-to-Peer Architectures.
Conclusion.
References.
5. Managing Dynamic Shared State.
The Consistency-Throughput Tradeoff.
Maintaining Shared State Inside Centralized Repositories.
Reducing Coupling through Frequent State Regeneration.
Dead Reckoning of Shared State.
Conclusion.
References.
6. Systems Design.
One Thread, Multiple Threads.
Important Subsystems.
Conclusion.
References and Further Reading.
7. Resource Management for Scalability and Performance.
An Information-Centric View of Resources.
Optimizing the Communications Protocol.
Controlling the Visibility of Data.
Taking Advantage of Perceptual Limitations.
Enhancing the System Architecture.
Conclusion.
References.
8. Internet Networked Virtual Environments.
VRML-Based Virtual Environments.
Virtual Reality Transfer Protocol.
Internet Gaming.
Conclusion.
References.
9. Perspective and Predictions.
Better Library Support.
Toward a Better Internet.
Research Frontiers.
Past, Present, and Future.
References.
Appendix: Network Communication in C, C++, and Java.
Using TCP/IP from C and C++.
Managing Concurrent Connections in C and C++.
Using TCP/IP from Java.
Managing Concurrent Connections in Java.
Using UDP/IP from C and C++.
Using UDP/IP from Java.
Broadcasting from C and C++.
Broadcasting from Java.
Multicasting from C and C++.
Multicasting from Java.
References.
Index. 0201325578T04062001
What Is a Networked Virtual Environment?
Graphics Engines and Displays.
Control and Communication Devices.
Processing Systems.
Data Network.
Challenges in Net-VE Design and Development.
Network Bandwidth.
Heterogeneity.
Distributed Interaction.
Real-Time System Design and Resource Management.
Failure Management.
Scalability.
Deployment and Configuration.
Conclusion.
References.
2. The Origin of Networked Virtual Environments.
Department of Defense Networked Virtual Environments.
SIMNET.
Distributed Interactive Simulation.
Networked Games and Demos.
SGI Flight and Dogfight.
Doom.
Other Games.
Academic Networked Virtual Environments.
NPSNET.
PARADISE.
DIVE.
Brick Net.
MR Toolkit Peer Package.
Others.
Conclusion.
References.
3. A Networking Primer.
Fundamentals of Data Transfer.
Network Latency.
Network Bandwidth.
Network Reliability.
Network Protocol.
The BSD Sockets Architecture.
Sockets and Ports.
The Internet Protocol.
Introducing the Internet Protocols for Net-Ves.
Transmission Control Protocol.
User Datagram Protocol.
IP Broadcasting Using UDP.
IP Multicasting.
Selecting a Net-VE Protocol.
Using TCP/IP.
Using UDP/IP.
Using IP Broadcasting.
Using IP Multicasting.
Conclusion.
References.
4. Communication Architectures.
Two Players on a LAN.
Multiplayer Client-Server Systems.
Multiplayer Client-Server, with Multiple-Server Architectures.
Peer-to-Peer Architectures.
Conclusion.
References.
5. Managing Dynamic Shared State.
The Consistency-Throughput Tradeoff.
Maintaining Shared State Inside Centralized Repositories.
Reducing Coupling through Frequent State Regeneration.
Dead Reckoning of Shared State.
Conclusion.
References.
6. Systems Design.
One Thread, Multiple Threads.
Important Subsystems.
Conclusion.
References and Further Reading.
7. Resource Management for Scalability and Performance.
An Information-Centric View of Resources.
Optimizing the Communications Protocol.
Controlling the Visibility of Data.
Taking Advantage of Perceptual Limitations.
Enhancing the System Architecture.
Conclusion.
References.
8. Internet Networked Virtual Environments.
VRML-Based Virtual Environments.
Virtual Reality Transfer Protocol.
Internet Gaming.
Conclusion.
References.
9. Perspective and Predictions.
Better Library Support.
Toward a Better Internet.
Research Frontiers.
Past, Present, and Future.
References.
Appendix: Network Communication in C, C++, and Java.
Using TCP/IP from C and C++.
Managing Concurrent Connections in C and C++.
Using TCP/IP from Java.
Managing Concurrent Connections in Java.
Using UDP/IP from C and C++.
Using UDP/IP from Java.
Broadcasting from C and C++.
Broadcasting from Java.
Multicasting from C and C++.
Multicasting from Java.
References.
Index. 0201325578T04062001