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Although network traces of virtual worlds are valuable to ISPs (Internet Service Providers), virtual world software developers, and research communities, they do not exist in the public domain. In this paper, the authors implement a complete testbed to efficiently collect and analyze network traces from a popular virtual world: second life. They use the testbed to gather traces from 100 regions with diverse characteristics. The network traces represent more than 60 hours of virtual world traffic and the trace files are created in a well-structured and concise format. Their preliminary analysis on the collected traces is consistent with previous work in the literature. It also reveals some new insights: for example, local avatar/object density imposes clear implications on traffic patterns.
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