Augmented reality (AR) is considered as one of the most significant technologies in the field of computer graphics and is utilised in many applications. In this chapter, we have presented a brief comprehensive survey of cultural heritage using augmented reality systems. This survey describes the main objectives and characteristics of marker-less augmented reality systems through presenting up-to-date research results in this area. We describe the marker-less technologies in the area of AR, indoor marker-less AR, outdoor marker-less AR, real-time solutions to the tracking problem, real-time registration, cultural heritage in AR, 3D remonstration techniques, as well as presenting the problems in each research.
Abstract-Massively Multiplayer Online Games (MMOGs) can involve millions of synchronous players scattered across the world and participating with each other within a single shared game. One of the most significant issues in MMOGs is scalability and it is impact on the responsiveness and the quality of the game. In this paper, we propose a new architecture to increase the scalability without affecting the responsiveness of the game, using a hybrid Peer-to-Peer system. This mechanism consists of central servers to control and manage the game state, as well as super-peer and clonesuper-peer to control and manage sub-networks of nodes sharing common regions of the game world. We use the OPNET Modeler to simulate the system and compare the results with client/server system to show the difference in delay and traffic received for various applications such as remote login, database, HTTP, and FTP sessions which are all part of an MMOG system. We use four scenarios for each system to evaluate the scalability of the system with different number of peers (i.e.125, 250, 500, and 1000 peers). The results show that the hybrid P2P system is more scalable for MMOGs when compared with client/server system.
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Abstract-In recent years, there has been an important growth in online gaming. Nowadays, Massively Multiplayer Online Games (MMOGs) may involve millions of synchronous players scattered around the world and engaging with each other within a single shared game. In this paper, we propose a new technique to communicate between players and game server, and between them based on hybrid Peer-to-Peer architecture. We propose to use OPNET Modeler 18.0, and in particular the custom application to simulate the new architecture, which required the implementation of new nodes models and behaviors in the simulator to emulate correctly the new architecture. We use OPNET Modeler 18.0 to simulate the network, applying two transport protocols TCP and UDP, and with different scenarios. The scenarios include both clientserver and hybrid P2P system to evaluate the communication of games with (125, 500, and 1000) peers.
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