A Peer-to-Peer Based Implementation for MPEG-4 Multi-user World

碩士 === 國立臺灣大學 === 資訊工程學研究所 === 93 === Multi-user World Applications such as virtual meetings, distance learning, and on-line games, are gaining increasing popularity nowadays, as they facilitate interaction among remote users. However, most of the current multi-user world applications and frameworks...

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Bibliographic Details
Main Authors: Ke-Chiang Chen, 陳克強
Other Authors: 陳文進
Format: Others
Language:en_US
Published: 2005
Online Access:http://ndltd.ncl.edu.tw/handle/68757881408586632260
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Summary:碩士 === 國立臺灣大學 === 資訊工程學研究所 === 93 === Multi-user World Applications such as virtual meetings, distance learning, and on-line games, are gaining increasing popularity nowadays, as they facilitate interaction among remote users. However, most of the current multi-user world applications and frameworks are based on the server-centric system architecture. As a result, their performance scalability is limited by the servers. This thesis explores the peer-to-peer (P2P) networks as an alternative system architecture for Multi-user World Applications. There are many benefits of adapting the peer-to-peer architecture for Multi-user World: (1) contents and computing resources can be shared from both the center and the edge of the network, and (2) the peer-to-peer architecture can be made to provide better scalability and reliability than the traditional client-server architecture. In this thesis, we have designed and implemented a MPEG-4 Multi-user World framework based on the peer-to-peer model. We have chosen the MPEG-4 system due to its support for rich multimedia objects and the ease of virtual environment creation. To realize the P2P Multi-user-World framework, we have developed (1) a method to maintain the state consistency, and (2) an algorithm to fairly distribute the shared objects among heterogeneous peer nodes of varying capabilities. This P2P Multi-user World framework enables development of a variety of Multi-user World Applications with better scalability than the traditional client-server architecture.