IEEE Proceedings. VR 2005. Virtual Reality, 2005.
DOI: 10.1109/vr.2005.1492751
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DICE: internet delivery of immersive voice communication for crowded virtual spaces

Abstract: This paper develops a scalable system design for the creation, and delivery over the Internet, of a realistic voice communication service for crowded virtual spaces. Examples of crowded spaces include virtual market places or battlefields in online games. A realistic crowded audio scene including spatial rendering of the voices of surrounding avatars is impractical to deliver over the Internet in a peer-to-peer manner due to access bandwidth limitations and cost. A brute force server model, on the other hand, … Show more

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Cited by 13 publications
(17 citation statements)
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“…An example of delivering IVC over server-client architecture is the Dense Immersive Communication Environment (DICE) system described in [10]. In the DICE architecture, the access platforms still perform the auditory scene creation locally but with the assistance of dedicated servers.…”
Section: A the Ivc Delivery Architecturementioning
confidence: 99%
See 3 more Smart Citations
“…An example of delivering IVC over server-client architecture is the Dense Immersive Communication Environment (DICE) system described in [10]. In the DICE architecture, the access platforms still perform the auditory scene creation locally but with the assistance of dedicated servers.…”
Section: A the Ivc Delivery Architecturementioning
confidence: 99%
“…The access bandwidth efficiency of our architecture actually surpasses that of the DICE architecture when applying the HRTF localisation technique with C of only 2 (see C.2 of Section II). If the DICE architecture is to match this performance by setting K to 2, the angular and distance error would be too great to justify (K was actually chosen to be 4) [10]. A major downside of our architecture is that, compared to DICE and the peer-to-peer architectures, more powerful servers are required in our architecture to carry out the auditory scene creations centrally.…”
Section: A the Ivc Delivery Architecturementioning
confidence: 99%
See 2 more Smart Citations
“…In this approach, the central server requires significant computational resources and a large amount of bandwidth to process and disseminate audio streams. To remove the bottleneck at the central server, some proxy-based solutions [7] have been proposed to balance the bandwidth and processing load [3]. The 3D voice provider of Second Life, Vivox, employs a client-server infrastructure.…”
Section: Introductionmentioning
confidence: 99%