Distributed Virtual Environment Security

Total Page:16

File Type:pdf, Size:1020Kb

Distributed Virtual Environment Security Distributed Virtual Environment Scalability and Security John L. Miller September 2011 © 2011 John L. Miller Doctoral thesis for the University of Cambridge Computer Laboratory College: Hughes Hall Abstract Distributed virtual environments (DVEs) have been an active area of research and engineering for more than 20 years. The most widely deployed DVEs are network games such as Quake, Halo, and World of Warcraft (WoW), with millions of users and billions of dollars in annual revenue. Deployed DVEs remain expensive centralized implementations despite significant research outlining ways to distribute DVE workloads. This dissertation shows previous DVE research evaluations are inconsistent with deployed DVE needs. Assumptions about avatar movement and proximity - fundamental scale factors - do not match WoW’s workload, and likely the workload of other deployed DVEs. Alternate workload models are explored and preliminary conclusions presented. Using realistic workloads it is shown that a fully decentralized DVE cannot be deployed to today’s consumers, regardless of its overhead. Residential broadband speeds are improving, and this limitation will eventually disappear. When it does, appropriate security mechanisms will be a fundamental requirement for technology adoption. A trusted auditing system (“Carbon”) is presented which has good security, scalability, and resource characteristics for decentralized DVEs. When performing exhaustive auditing, Carbon adds 27% network overhead to a decentralized DVE with a WoW-like workload. This resource consumption can be reduced significantly, depending upon the DVE’s risk tolerance. Finally, the Pairwise Random Protocol (PRP) is described. PRP enables adversaries to fairly resolve probabilistic activities, an ability missing from most decentralized DVE security proposals. Thus, this dissertations contribution is to address two of the obstacles for deploying research on decentralized DVE architectures. First, lack of evidence that research results apply to existing DVEs. Second, the lack of security systems combining appropriate security guarantees with acceptable overhead. 3 Acknowledgements There are several people without whom this research never could have taken place. Without them, I never would have tried, let alone succeeded. First and foremost, thank you to Mitch Goldberg, Andrew Herbert, and Microsoft Research Cambridge for their support in undertaking a PhD. Andrew provided words of encouragement at the right time to tip the balance towards pursuing this degree. Mitch’s unflagging confidence, optimism, encouragement and support helped make sure I did not abandon the effort when the going got tough. Thank you Mitch! Thank you to my advisor Jon Crowcroft for his guidance and patience with ideas good and bad, and invaluable insights into what constitutes useful research. And thanks to Steve Hand for his feedback on both my thesis proposal and this dissertation, which improved the quality of both. Finally, THANK YOU to my wife Salwa and son Ryan for their patience and support. In addition to putting up with years of my burning the candle both ends, Salwa provided invaluable assistance, ensuring results were correctly presented and human-readable. In addition to her computer science insights and technical proof-reading skills, she is a veteran hand at World of Warcraft, and helped to gather much of the data this research is based upon. Thank you Salwa, and thank you Ryan! 5 6 Table of contents 1 Introduction ....................................................................................................................... 11 1.1 Research statement ............................................................................................................. 11 1.2 Research contributions ........................................................................................................ 12 1.3 Publications .......................................................................................................................... 12 2 General background ........................................................................................................... 15 2.1 DVE responsiveness and correctness .................................................................................. 18 2.2 DVE scalability ...................................................................................................................... 21 2.2.1 Traffic reduction .............................................................................................................. 21 2.2.2 Redistributing simulation workload ................................................................................ 23 2.3 DVE security ......................................................................................................................... 26 3 Towards a realistic DVE workload ....................................................................................... 31 3.1 Introduction ......................................................................................................................... 31 3.2 Relevant background ........................................................................................................... 32 3.2.1 World of Warcraft ........................................................................................................... 32 3.2.2 The Arathi Basin battleground ........................................................................................ 33 3.2.3 Avatar behavior and traffic classification ........................................................................ 36 3.3 Methodology........................................................................................................................ 37 3.4 Analysis ................................................................................................................................ 39 3.4.1 Avatar participation characteristics ................................................................................ 40 3.4.2 Waypoints ........................................................................................................................ 41 3.4.3 Hotspots .......................................................................................................................... 45 3.4.4 Group movement ............................................................................................................ 48 3.5 Conclusions .......................................................................................................................... 52 4 Near-term infeasibility of P2P DVEs ..................................................................................... 55 4.1 Introduction ......................................................................................................................... 55 4.2 Background .......................................................................................................................... 55 4.2.1 World of Warcraft ........................................................................................................... 56 4.2.2 Broadband speeds ........................................................................................................... 56 7 TABLE OF CONTENTS 4.3 Methodology ........................................................................................................................ 58 4.3.1 World of Warcraft network attributes ............................................................................ 59 4.3.2 Simulation trace generation ............................................................................................ 60 4.3.3 Simulator ......................................................................................................................... 62 4.3.4 Topology choices and metrics ......................................................................................... 63 4.3.5 Simulation characteristics ................................................................................................ 64 4.3.6 Simulator validation ......................................................................................................... 65 4.4 Results .................................................................................................................................. 65 4.4.1 Simulation results ............................................................................................................ 66 4.5 Conclusions .......................................................................................................................... 71 5 Trusted auditing of decentralized DVEs ................................................................................ 73 5.1 Related work ........................................................................................................................ 74 5.1.1 DVE threat models ........................................................................................................... 74 5.1.2 P2P DVE frameworks ....................................................................................................... 74 5.1.3 DVE security work ............................................................................................................ 75 5.1.4 General DVE characteristics ............................................................................................. 77 5.2 Threat model .......................................................................................................................
Recommended publications
  • Metaverse Roadmap Overview, 2007. 2007
    A Cross-Industry Public Foresight Project Co-Authors Contributing Authors John Smart, Acceleration Studies Foundation Corey Bridges, Multiverse Jamais Cascio, Open the Future Jochen Hummel, Metaversum Jerry Paffendorf, The Electric Sheep Company James Hursthouse, OGSi Randal Moss, American Cancer Society Lead Reviewers Edward Castronova, Indiana University Richard Marks, Sony Computer Entertainment Alexander Macris, Themis Group Rueben Steiger, Millions of Us LEAD SPONSOR FOUNDING PARTNERS Futuring and Innovation Center Graphic Design: FizBit.com accelerating.org metaverseroadmap.org MVR Summit Attendees Distinguished industry leaders, technologists, analysts, and creatives who provided their insights in various 3D web domains. Bridget C. Agabra Project Manager, Metaverse Roadmap Project Patrick Lincoln Director, Computer Science Department, SRI Janna Anderson Dir. of Pew Internet’s Imagining the Internet; Asst. International Prof. of Communications, Elon University Julian Lombardi Architect, Open Croquet; Assistant VP for Tod Antilla Flash Developer, American Cancer Society Academic Services and Technology Support, Office of Information Technology Wagner James Au Blogger, New World Notes; Author, The Making of Second Life, 2008 Richard Marks Creator of the EyeToy camera interface; Director of Special Projects, Sony CEA R&D Jeremy Bailenson Director, Virtual Human Interaction Lab, Stanford University Bob Moore Sociologist, Palo Alto Research Center (PARC), PlayOn project Betsy Book Director of Product Management, Makena Technologies/There;
    [Show full text]
  • Log Horizon (Novel): Games End Vol. 4. Part 2 Free
    FREE LOG HORIZON (NOVEL): GAMES END VOL. 4. PART 2 PDF Mamare Touno,Kazuhiro Hara | 256 pages | 22 Mar 2016 | Little, Brown & Company | 9780316263856 | English | New York, United States Log Horizon - Wikipedia Cookies are used to provide, analyse and improve our services; provide chat tools; and show you relevant content on advertising. You can learn more about our use of cookies here. Are you happy to accept all cookies? Accept all Manage Cookies Cookie Preferences We use cookies and similar tools, including those used by approved third parties collectively, "cookies" for the purposes described below. You can learn more about how we plus approved third parties use cookies and how to change your settings by visiting the Cookies notice. The choices you make here will apply to your interaction with this service on this device. Essential We use cookies to provide our servicesfor example, to keep track of items stored in your shopping basket, prevent fraudulent activity, improve the security of our services, keep track of your specific preferences e. These cookies are necessary to provide our site and services and therefore cannot be disabled. For example, we use cookies to conduct research and diagnostics to improve our content, products and services, and to measure and analyse the performance of our services. Show less Show more Advertising ON OFF We use cookies to serve you certain types of adsincluding ads relevant to your interests on Book Depository and to work with approved third parties in the process of delivering ad content, including ads Log Horizon (Novel): Games End Vol. 4.
    [Show full text]
  • Video Gaming and Death
    Untitled. Photographer: Pawel Kadysz (https://stocksnap.io/photo/OZ4IBMDS8E). Special Issue Video Gaming and Death edited by John W. Borchert Issue 09 (2018) articles Introduction to a Special Issue on Video Gaming and Death by John W. Borchert, 1 Death Narratives: A Typology of Narratological Embeddings of Player's Death in Digital Games by Frank G. Bosman, 12 No Sympathy for Devils: What Christian Video Games Can Teach Us About Violence in Family-Friendly Entertainment by Vincent Gonzalez, 53 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo by Rex Barnes, 107 “You Shouldn’t Have Done That”: “Ben Drowned” and the Uncanny Horror of the Haunted Cartridge by John Sanders, 135 Win to Exit: Perma-Death and Resurrection in Sword Art Online and Log Horizon by David McConeghy, 170 Death, Fabulation, and Virtual Reality Gaming by Jordan Brady Loewen, 202 The Self Across the Gap of Death: Some Christian Constructions of Continued Identity from Athenagoras to Ratzinger and Their Relevance to Digital Reconstitutions by Joshua Wise, 222 reviews Graveyard Keeper. A Review by Kathrin Trattner, 250 interviews Interview with Dr. Beverley Foulks McGuire on Video-Gaming, Buddhism, and Death by John W. Borchert, 259 reports Dying in the Game: A Perceptive of Life, Death and Rebirth Through World of Warcraft by Wanda Gregory, 265 Win to Exit: Perma-Death and Resurrection in Sword Art Online and Log Horizon David McConeghy Abstract Trapped inside their virtual-reality gaming worlds, players in both Sword Art Online (2012) and Log Horizon (2013, 2014) find themselves fighting virtual battles for their real-world lives.
    [Show full text]
  • Images to the Finished Costume on Stage
    1 PREVIOUSLY AT KAMI-CON KAMI-CON CHARACTERS PREVIOUSLY AT KAMI-CON... Shio and Kosho, with the help of YOU the congoers, defeated the alien forces and grounded Shoyu on planet Vidya—a world where the physics, landmarks, and inhabitants have developed into something remarkably similar to the video games we are familiar with here on Earth. However, it seems that Shoyu would not be defeated so easily. After crash landing on Vidya, he began to court the local inhabitants of the planet to join him and fight for his cause! With the planet he was supposed to be trapped on becoming a new source of power, it was up to you Kami-Congoers once again to rise to the occasion and help Shio and Kosho stop Shoyu! (This seems to happen a lot. Who would have known that having the Spirit of the Yandere Black Turtle for a magical animal mascot would have brought so much drama to Kami-Con? Oh, well!) With the help of the congoers, Shoyu only managed to recruit three powerful allies— Ken from Street Fighter, Princess Peach from Super Mario Bros., and Link from The Legend of Zelda. Shio and Kosho recruited Ryu from Street Fighter, and Vault Boy from Fallout. These heroes met on the battlefield known asSuper Smash Bros. Ultimate! It was truly an epic match—and in the end, it was Shio and Kosho who proved victorious! His coup having been thwarted, Shoyu agreed to team back up with the congirls to continue their journey through space toward World Conquest! Everything should be fine now as long as they don’t all, say, crash their starship into a mysterious beach planet… right? PREVIOUSLY AT KAMI-CON KAMI-CON CHARACTERS CON STORY GAME 2 KAMI-CON CHARACTERS LEVEL SHIO 12 CLASS MAGICAL GIRL Shio is Kami-Con's original mascot and Kosho's older sister.
    [Show full text]
  • Seven Seas Will Release Re:Monster As Single PRICE: $12.99 / $15.99 CAN
    S E V E N S E A S Kanekiru Kogitsune Re:Monster Vol. 4 A young man begins life anew as a lowly goblin in this action-packed shonen fantasy manga! Tomokui Kanata has suffered an early death, but his adventures are far from over. He is reborn into a fantastical world of monsters and magic--but as a lowly goblin! Not about to let that stop him, the now renamed Rou uses his new physical prowess and his old memories to plow ahead in a world where consuming other creatures allows him to acquire their powers. KEY SELLING POINTS: * POPULAR MANGA SUBJECT: Powerful shonen-style artwork and ON-SALE DATE: 8/27/2019 fast-paced action scenes will appeal to fans of such fantasy series as Overlord ISBN-13: 9781626927100 and Sword Art Online. * SPECIAL FEATURES: Seven Seas will release Re:Monster as single PRICE: $12.99 / $15.99 CAN. volumes with at least two full-color illustrations in each book. PAGES: 180 * BASED ON LIGHT NOVEL: The official manga adaptation of the popular SPINE: 181MM H | 5IN W IN Re:Monster light novel. CTN COUNT: 42 * SERIES INFORMATION: Total number of volumes are currently unknown SETTING: FANTASY WORLD but will have a planned pub whenever new volumes are available in Japan. AUTHOR HOME: KANEKIRU KOGITSUNE - JAPAN; KOBAYAKAWA HARUYOSHI - JAPAN 2 S E V E N S E A S Strike Tanaka Servamp Vol. 12 The unique vampire action-drama continues! When a stray black cat named Kuro crosses Mahiru Shirota's path, the high school freshman's life will never be the same again.
    [Show full text]
  • Print This Article
    Volume 7, Number 1 Lantern part 1/2 January 2014 Managing Editor Yesha Sivan, Metaverse-Labs Ltd. Tel Aviv-Yaffo Academic College, Israel Issue Editors Yesha Sivan, Metaverse-Labs Ltd Tel Aviv-Yaffo Academic College, Israel Abhishek Kathuria, The University of Hong Kong David Gefen, Drexel University, Philadelphia, PA, USA Maged Kamel Boulos, University of Plymouth, Devon, UK Coordinating Editor Tzafnat Shpak The JVWR is an academic journal. As such, it is dedicated to the open exchange of information. For this reason, JVWR is freely available to individuals and institutions. Copies of this journal or articles in this journal may be distributed for research or educational purposes only free of charge and without permission. However, the JVWR does not grant permission for use of any content in advertisements or advertising supplements or in any manner that would imply an endorsement of any product or service. All uses beyond research or educational purposes require the written permission of the JVWR. Authors who publish in the Journal of Virtual Worlds Research will release their articles under the Creative Commons Attribution No Derivative Works 3.0 United States (cc-by-nd) license. The Journal of Virtual Worlds Research is funded by its sponsors and contributions from readers. http://jvwresearch.org Linguistic and Multilingual Issues in Virtual Worlds and Serious Games: a General Review 1 Volume 7, Number 1 Lantern (1) January, 2014 Linguistic and Multilingual Issues in Virtual Worlds and Serious Games: a General Review Samuel Cruz-Lara, Alexandre Denis, and Nadia Bellalem LORIA (UMR 7503) / University of Lorraine, France Abstract Within a globalized world, the need for linguistic support is increasing every day.
    [Show full text]
  • Video Gaming and Death
    Untitled. Photographer: Pawel Kadysz (https://stocksnap.io/photo/OZ4IBMDS8E). Special Issue Video Gaming and Death edited by John W. Borchert Issue 09 (2018) articles Introduction to a Special Issue on Video Gaming and Death by John W. Borchert, 1 Death Narratives: A Typology of Narratological Embeddings of Player's Death in Digital Games by Frank G. Bosman, 12 No Sympathy for Devils: What Christian Video Games Can Teach Us About Violence in Family-Friendly Entertainment by Vincent Gonzalez, 53 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo by Rex Barnes, 107 “You Shouldn’t Have Done That”: “Ben Drowned” and the Uncanny Horror of the Haunted Cartridge by John Sanders, 135 Win to Exit: Perma-Death and Resurrection in Sword Art Online and Log Horizon by David McConeghy, 170 Death, Fabulation, and Virtual Reality Gaming by Jordan Brady Loewen, 202 The Self Across the Gap of Death: Some Christian Constructions of Continued Identity from Athenagoras to Ratzinger and Their Relevance to Digital Reconstitutions by Joshua Wise, 222 reviews Graveyard Keeper. A Review by Kathrin Trattner, 250 interviews Interview with Dr. Beverley Foulks McGuire on Video-Gaming, Buddhism, and Death by John W. Borchert, 259 reports Dying in the Game: A Perceptive of Life, Death and Rebirth Through World of Warcraft by Wanda Gregory, 265 Dying In The Game: A Perceptive Of Life, Death And Rebirth Through World Of Warcraft Wanda Gregory Abstract What does it feel like to die in a video game? Not just the feeling of seeing your avatar die and resurrect in front of you on the screen, but how does it feel to deal with death in a game when you are facing a life threating disease in the real world? How can one experience the various aspects of life, with a focus on death, rebirth or resurrection, through a game and the player’s avatar? These are several of the questions, which will be explored in this essay based on the author’s own personal experience.
    [Show full text]
  • Sentai Filmworks
    Sentai Filmworks - DVD Release Checklist: # - C A complete list of all 325 anime title releases and their 617 volumes and editions, with catalog numbers when available. 11 Eyes Azumanga Daioh: The Animation - Complete Collection (SF-EE100) - Complete Collection (Sentai Selects) (SFS-AZD100) A Little Snow Fairy Sugar Bakuon!! - Collection 1 (SF-LSF100) - Complete Collection (SF-BKN100) - Collection 2 (SF-LSF200) - Complete Collection (Sentai Selects) (SFS-LSF110) Battle Girls: Time Paradox - Complete Collection (SF-SGO100) A-Channel: The Animation - Complete Collection (SF-AC100) Beautiful Bones: Sakurako's Investigation - Complete Collection (SF-BBS100) Ajin: Demi-Human - Complete Collection (SF-AJN100) Beyond the Boundary - Limited Edition (BD/DVD Combo) (SFC-AJN100) - Complete Collection (SF-BTB100) - Season 2: Complete Collection (SF-AJN200) - Complete Collection: Limited Edition (BR/DVD Combo) (SFC-BTB100) - Season 2: Limited Edition (BD/DVD Combo) (SFC-AJN200) - I'll Be Here (BD/DVD Combo) (SFC-BTB001) Akame ga Kill! Black Bullet - Collection 1 (SF-AGK101) - Complete Collection (SF-BKB100) - Collection 1: Limited Edition (BD/DVD Combo) (SFC-AGK101) - Collection 2 (SF-AGK102) Blade & Soul - Collection 2: Limited Edition (BD/DVD Combo) (SFC-AGK102) - Complete Collection (SF-BAS100) Akane Iro ni Somaru Saka Blade Dance of the Elementalers - Complete Collection (SF-AIS100) - Complete Collection (SF-BDE100) AKB0048 Blue Drop - Season One: Complete Collection (SF-AKB100) - The Complete Series (2009, subbed) - Next Stage: Complete Collection
    [Show full text]
  • NDK 2019 Program
    WELCOME WELCOME TO THE 23RD YEAR OF NAN DESU KAN! Important s we enter our last year at the Notes Sheraton, we are reminded of how Afortunate we are. For the past Please note that our 23 years, we have been working to grow and Cosplay Café is a paid serve the anime community in Colorado and event. Please register surrounding states. We are proud to still be at our Merch room here, and stand for our fandom while still in Plaza Court 2. working to complete our mission statement as There are a handful a registered 501 c(4) Nonprofit Organization. of craft panels that require you to pay a For us, the love of anime and Japanese culture small materials fee. isn’t just a marketing tool or a nifty feature Please pay the amount on our schedule; it’s our purpose for existing indicated in the panel and a mandate of our Nonprofit Charter. We description directly to bring people together to further the knowledge the person running of Japanese Art, animation and culture, and the panel itself! welcome people from all over the region under Take a look at our our roof. We include people of all fandoms, Photography rules ethnicities and identities...and have been for for both cosplayers our whole existence. We choose charities that and photographers! mean something to the community both local Please note that our and nationwide. We actually care, and will Burlesque Show is continue to do so as long as we possibly can. a strict 18+ show, no exceptions! For our theme this year, are declaring 2019 as the Year of the Gamer! We have greatly expanded TABLE our Gaming community over the past few years to over 10,000 square feet of dedicated gaming OF CONTENTS space! We are proud to announce the opening the 4 Rules & Policies Senjo Gamer’s Market next to our ever-popular Gaming Dojo! As always, we are continually 6 Map increasing the quality and growing the number of 7 N.
    [Show full text]
  • Anime: a Comparative Media-Theoretical Approach to Anime As a Specific Medium
    2017年度(平成29年度) 博士論文 “Playing” Anime: A Comparative Media-Theoretical Approach to Anime as a Specific Medium 2017 年 9 月 京都精華大学大学院 マンガ研究科研究生 217RM16 チャルク ベッディリ・セレン TABLE OF CONTENTS INTRODUCTION ……………………………………………………...………………………….. 4 CHAPTER 1 - GAMELIKE NARRATIVES AND NARRATIVE PLAY ……...……………. 16 A. The Age of Gamelike Realism: Living in a Gameworld …………………………...……. 17 B. Gamelike Narratives ……………………………………………………………………… 24 • Reinstating a Timeline ………………………………………………………………….. 32 C. Playing Narratives ………………………………………………………………………… 44 • Combinatory Play ……………………………………………………………………….. 58 CHAPTER 2 - ANIME AS A FORM OF PLAY ………………………………………………… 65 A. A Balance of Extremes: Too Much Un/Predictability ……………………………………… 65 • Calculability, Causality and Predictability: Games vs. Gamelike Narratives ……...…….. 65 • Conventions and Predictability in Gamelike Narratives ……………………......……….. 72 • Temporary Limits of Action and Predictability in Anime ………………………………... 76 B. Finding Freedom in Limited Animation ……………………………………………………. 80 • Unpredictability and Dynamism in Anime (Part I): Stillness That Functions ……...……. 80 • Unpredictability and Dynamism in Anime (Part II): Stillness Negated …………………... 94 C. Playing Anime ………………………………………………………………………………. 100 • Anime Unlimited ……………………………………………………...………………….. 100 2 • Animetic Playspace ………………………………………………………...…………….. 106 • Putting Theory Into Perspective ………………………………………………………...... 113 CHAPTER 3 - SAME WORLD, DIFFERENT MEDIA ……………………………………….... 115 • Are Video Games Gamelike? …………………………………………………………...... 118 •
    [Show full text]
  • Serious Games: the Confluence of Virtual Reality, Simulation & Modeling, and Immersive Education
    SABBATICAL PROJECT REPORT – PART II Serious Games: The Confluence of Virtual Reality, Simulation & Modeling, and Immersive Education Dr. Robert H. Seidman, Ph.D. Professor of Computer Information Technology August 31, 2009 APPENDICES I. Game journals & magazines ..……………………………….……………………………………………. A-2 Scholarly journals - print ……………………………..…………………………………………………… A-2 Scholarly journals – online only ………………………..……………………………………………... A-5 Trade or non-scholarly publications – print ……………………………..…………………….…. A-7 Trade or non-scholarly publications/websites – online …………………………….………. A-11 II. Game conferences & proceedings ..…………………………………………………..…….……..….. A-12 Serious games ……………………………………………………………………………..……………….. A-12 Simulation ………………………………………………………………………………………………………. A-14 Immersive education ……………………………………………………………..………………………. A-16 Proceedings ……………………………………………………………………………………………………. A-18 III. Virtual worlds …………………………………………………………………….………………………..….. A-25 Social virtual worlds …………………………………………………………………………………..…... A-25 Closed social virtual worlds …………………………………………….…………………………… A-37 Educational virtual worlds …………………………………………….…………………………….….. A-38 MMOGs (Massively Multiplayer Online Games) …………………………………………….… A-39 Closed MMOGs ……………………………………………………………………………………….…. A-46 Virtual world building platforms ………………………………………………………………….…. A-47 IV. Game engines ………………………………………………………..………………………………………..… A-51 V. Bibliography ………………………………………….…………………………………………………….…… A-66 Miscellaneous organizations and projects ………………………………………………….…… A-164 Dr. Seidman – August
    [Show full text]
  • 3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities
    Electrical Engineering & Computer Science Faculty Works Electrical Engineering & Computer Science 6-2013 3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities John David N. Dionisio Loyola Marymount University, [email protected] William G. Burns III Richard Gilbert Loyola Marymount University Follow this and additional works at: https://digitalcommons.lmu.edu/cs_fac Part of the Graphics and Human Computer Interfaces Commons Recommended Citation Dionisio, J. D. N., Burns III,W. G., and Gilbert, R. 2013. 3D virtual worlds and the metaverse: Current status and future possibilities. ACM Computing Surveys 45, 3, Article 34 (June 2013), 38 pages. DOI: http://dx.doi.org/10.1145/2480741.2480751 This Article is brought to you for free and open access by the Electrical Engineering & Computer Science at Digital Commons @ Loyola Marymount University and Loyola Law School. It has been accepted for inclusion in Electrical Engineering & Computer Science Faculty Works by an authorized administrator of Digital Commons@Loyola Marymount University and Loyola Law School. For more information, please contact [email protected]. 3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities JOHN DAVID N. DIONISIO, Loyola Marymount University WILLIAM G. BURNS III, Object Interoperability Lead for IEEE Virtual World Standard Group RICHARD GILBERT, Loyola Marymount University Moving from a set of independent virtual worlds to an integrated network of 3D virtual worlds or Metaverse rests on progress in four areas: immersive
    [Show full text]