Traffic Analysis of Avatars in Second Life - PowerPoint PPT Presentation

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Traffic Analysis of Avatars in Second Life

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Standing - avatar remains still (no movement of mouse or keyboard) Walking - avatar moves in straight line across single zone at constant speed ... – PowerPoint PPT presentation

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Title: Traffic Analysis of Avatars in Second Life


1
Traffic Analysis of Avatars in Second Life
  • James Kinicki and Mark Claypool

Computer Science Department Worcester Polytechnic
Institute Worcester, Massachusetts, USA
http//www.cs.wpi.edu/claypool/papers/second-life
/
2
Introduction Online Virtual Worlds
  • Users interact with world and other users via
    avatar
  • For both business and leisure
  • Walt Disney to Wells Fargo creating new virtual
    worlds
  • Second Life most well-known virtual world today
  • Over 12 million users
  • Over 950 thousand having logged in in the past
    month
  • Online Games
  • Forms of interaction are limited to gameplay
    interactions
  • Static, preexisting environments
  • Low bitrate requirements (small, frequent packets)
  • Virtual Worlds
  • Flexible forms of interaction with emergent user
    behavior
  • Dynamic environments - users add objects, media
  • Significantly higher bitrates

What is the turbulence for virtual worlds?
3
Research Questions
  • Are results from previous experiments (Fernandes
    et al., NOSSDAV 2007 6) reproducible?
  • Does turbulence of Second Life vary with number
    of objects and avatars in zone?
  • What is turbulence for teleportation?
  • How does turbulence of Second Life compare with
    online games?

4
Outline
  • Introduction (done)
  • Methodology (next)
  • Analysis
  • Conclusions

5
Methodology
  • Determine avatar actions to study
  • Select Second Life zones to visit
  • Setup measurement environment
  • Gather data
  • Analyze results

6
Methodology - Avatar Actions
  • Teleporting - user selects new zone on map and
    teleports avatar, standing after arrival
  • Standing - avatar remains still (no movement of
    mouse or keyboard)
  • Walking - avatar moves in straight line across
    single zone at constant speed
  • Flying - avatar flies in circle around the edge
    of single zone at constant speed

7
Methodology - Zones
  • Hypothesis is that both objects and avatars
    affect the Second Life network traffic ? find
    four zones
  • sparse and deserted
  • dense and deserted
  • dense and crowded
  • sparse and crowded (but this one tough)

8
Methodology - Measurement Environment
  • PC w/Windows XP pro on a 2.8 GHz P4 with 1 GB of
    RAM
  • Second Life v 1.18.2
  • Residential broadband connection
  • Based on 6, not a bottleneck
  • Cable modem (4.5 Mb/s down, 1 Mb/s up)
  • Wireshark
  • Capture all traffic to/from Second Life servers

9
Methodology - Data Gathering
  • Since single server handles one zone,
  • not actually leave zone as avatar moves
  • Flying goes in a circle
  • Walking goes in a line, can cross zone in about
    30 seconds
  • Teleport waits until all objects rendered
  • Deserted have no other avatars
  • Dense, crowded between 90 and 100 people
  • Streaming media was turned off

10
Outline
  • Introduction (done)
  • Methodology (done)
  • Analysis (next)
  • Conclusions

11
Analysis - Bandwidth
  • Zone
  • Dense, crowded requires more than sparse and
    deserted zones
  • Upstream/Downstream
  • Up 10x less than down
  • Fewer correlations (zone, action)
  • (down for rest of analysis)
  • Action
  • Walking, flying require more (8x) than standing
  • Flying requires only slightly more than walking
  • Teleportation requires similar to flying

12
Analysis Packet Size
  • Action
  • Standing smallest
  • Walking and flying larger
  • Teleport always moderately large
  • Zone
  • Dense and crowded both larger
  • Sparse and deserted small

13
Analysis Inter Packet Time
  • Frequent packets, regardless of zone or action
  • Half the packets arrive back-to-back.
  • Highest rate for teleporting

14
Comparison to Online Games
  • Second Life turbulence far greater than online
    games
  • Bandwidth use 10x-100x
  • Packet sizes 15x-20x
  • Packets sent 3x-20x
  • Large turbulence suggests meeting QoS over wide
    range of networks could be a challenge

15
Conclusions
  • Previous results (Ferdandes et al. 6) somewhat
    reproducible
  • Yes, zone and avatar affect Second Life
    turbulence
  • No, magnitude of bandwidth different
  • ? Suggests further study needed before models
  • Turbulence impacted by objects and avatars
  • Dense, crowded 10x bwidth and psize of sparse,
    deserted
  • Dense, deserted 2x bwidth and psize of sparse,
    deserted
  • ? Suggests avatars plays larger role than objects
  • Teleport most turbulence for all zones
  • Second Life more turbulence than online games
    (10x)
  • Bandwidth results
  • Help users in broadband selection choices
  • Help ISPs and virtual world server hosting
    w/capacity planning
  • Packet results
  • Used for classification and simulation

16
Future Work
  • Private zone w/full control over access
  • Control exact number of objects and avatars
  • Caching, in conjunction with motion
  • Quality of Service requirements
  • May be similar to third-person online games (or
    not)

17
  • Worcester, Massachusetts, USA
  • October 21-22, 2008
  • http//netgames2008.cs.wpi.edu/
  • Game related topics in Networks and Systems
  • (Like a NOSSDAV for games!)
  • Papers due June 15th!

18
Traffic Analysis of Avatars in Second Life
  • James Kinicki and Mark Claypool

Computer Science Department Worcester Polytechnic
Institute Worcester, Massachusetts, USA
http//www.cs.wpi.edu/claypool/papers/second-life
/
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