Avatar Path Clustering for Networked Virtual Environments

碩士 === 國立中央大學 === 資訊工程研究所 === 98 === With the increase of network bandwidth and the advance of 3D graphics technology, networked virtual environments (NVEs) have become one of the most popular research topics. Massively multiplayer online games (MMOGs), like Second Life and World of Warcraft (WoW),...

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Main Authors: Ching-Chuan Huang, 黃景詮
Other Authors: Jehn-Ruey Jiang
Format: Others
Language:zh-TW
Published: 2010
Online Access:http://ndltd.ncl.edu.tw/handle/52956798332551343006
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spelling ndltd-TW-098NCU053920192016-04-20T04:17:46Z http://ndltd.ncl.edu.tw/handle/52956798332551343006 Avatar Path Clustering for Networked Virtual Environments 網路虛擬環境化身路徑群組 Ching-Chuan Huang 黃景詮 碩士 國立中央大學 資訊工程研究所 98 With the increase of network bandwidth and the advance of 3D graphics technology, networked virtual environments (NVEs) have become one of the most popular research topics. Massively multiplayer online games (MMOGs), like Second Life and World of Warcraft (WoW), are well known examples of NVEs. Because users’ interests or habits may be similar, avatars, the representative of users on the NVE, may have similar behavior patterns, which leads to similar paths on the NVE. For instance, different kinds of virtual shops in Second Life attract a variety of users to drop by, and thus users with similar interests usually head toward common destinations and produce similar paths. This research proposes two avatar path clustering algorithms for NVEs, namely, Average Distance of Corresponding Points-Density Clustering (ADOCP-DC) and Longest Common Subsequence-Density Clustering (LCSS-DC). In ADOCP-DC algorithm, the path similarities are computed with the ADOCP mechanism first, and then paths are clustered with Density-Based Clustering to find users with similar paths. LCSS-DC algorithm uses the LCSS mechanism to compute the path similarities and then clusters paths with Density-Based Clustering. Both algorithms will produce a Representative Path (RP) for each cluster of paths. They can be applied to several research areas like peer-to-peer networked virtual environments (P2P-NVEs), avatar state management, avatar behavior analysis and server load balancing. Game developer can also apply the algorithms to find out popular paths for improving the game design. We take Second Life user trace data as input of the algorithms to demonstrate the algorithms’ execution. We also show how to adjust algorithm parameters to obtain high-quality path clustering. Jehn-Ruey Jiang 江振瑞 2010 學位論文 ; thesis 46 zh-TW
collection NDLTD
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description 碩士 === 國立中央大學 === 資訊工程研究所 === 98 === With the increase of network bandwidth and the advance of 3D graphics technology, networked virtual environments (NVEs) have become one of the most popular research topics. Massively multiplayer online games (MMOGs), like Second Life and World of Warcraft (WoW), are well known examples of NVEs. Because users’ interests or habits may be similar, avatars, the representative of users on the NVE, may have similar behavior patterns, which leads to similar paths on the NVE. For instance, different kinds of virtual shops in Second Life attract a variety of users to drop by, and thus users with similar interests usually head toward common destinations and produce similar paths. This research proposes two avatar path clustering algorithms for NVEs, namely, Average Distance of Corresponding Points-Density Clustering (ADOCP-DC) and Longest Common Subsequence-Density Clustering (LCSS-DC). In ADOCP-DC algorithm, the path similarities are computed with the ADOCP mechanism first, and then paths are clustered with Density-Based Clustering to find users with similar paths. LCSS-DC algorithm uses the LCSS mechanism to compute the path similarities and then clusters paths with Density-Based Clustering. Both algorithms will produce a Representative Path (RP) for each cluster of paths. They can be applied to several research areas like peer-to-peer networked virtual environments (P2P-NVEs), avatar state management, avatar behavior analysis and server load balancing. Game developer can also apply the algorithms to find out popular paths for improving the game design. We take Second Life user trace data as input of the algorithms to demonstrate the algorithms’ execution. We also show how to adjust algorithm parameters to obtain high-quality path clustering.
author2 Jehn-Ruey Jiang
author_facet Jehn-Ruey Jiang
Ching-Chuan Huang
黃景詮
author Ching-Chuan Huang
黃景詮
spellingShingle Ching-Chuan Huang
黃景詮
Avatar Path Clustering for Networked Virtual Environments
author_sort Ching-Chuan Huang
title Avatar Path Clustering for Networked Virtual Environments
title_short Avatar Path Clustering for Networked Virtual Environments
title_full Avatar Path Clustering for Networked Virtual Environments
title_fullStr Avatar Path Clustering for Networked Virtual Environments
title_full_unstemmed Avatar Path Clustering for Networked Virtual Environments
title_sort avatar path clustering for networked virtual environments
publishDate 2010
url http://ndltd.ncl.edu.tw/handle/52956798332551343006
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