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dc.contributor.authorSanatinia, Amirali
dc.contributor.authorOliver, Iain Angus
dc.contributor.authorMiller, Alan Henry David
dc.contributor.authorAllison, Colin
dc.contributor.editorLeyman, Frank
dc.contributor.editorIvanov, Ivan
dc.contributor.editorvan Sinderen, Marten
dc.contributor.editorShan, Tony
dc.date.accessioned2013-11-14T13:01:01Z
dc.date.available2013-11-14T13:01:01Z
dc.date.issued2012
dc.identifier17953428
dc.identifier4cbb5803-85f0-43dc-8dcb-70ef5ab7f949
dc.identifier84864879769
dc.identifier.citationSanatinia , A , Oliver , I A , Miller , A H D & Allison , C 2012 , Virtual machines for virtual worlds . in F Leyman , I Ivanov , M van Sinderen & T Shan (eds) , CLOSER 2012 : Proceedings of the 2nd International Conference on Cloud Computing and Services Science . SciTePress , pp. 108-113 , CLOSER 2012 , Porto , Portugal , 18/04/12 .en
dc.identifier.citationconferenceen
dc.identifier.isbn978-989-8565-05-1
dc.identifier.otherORCID: /0000-0001-9118-4594/work/126553919
dc.identifier.otherORCID: /0000-0003-1209-9063/work/40546664
dc.identifier.urihttps://hdl.handle.net/10023/4200
dc.description.abstractMulti User Virtual Worlds provide a simulated immersive 3D environment that is similar to the real world. Popular examples include Second Life and OpenSim. The multi-user nature of these simulations means that there are significant computational demands on the processes that render the different avatar-centric views of the world for each participant, which change with every movement or interaction each participant makes. Maintaining quality of experience can be difficult when the density of avatars within the same area suddenly grows beyond a relatively small number. As such virtual worlds have a dynamic resource-on-demand need that could conceivably be met by Cloud technologies. In this paper we make a start to assessing the feasibility of using the Cloud for virtual worlds by measuring the performance of virtual worlds in virtual machines of the type used for Clouds. A suitable benchmark is researched and formulated and the construction of a test-bed for carrying out load experiments is described. The system is then used to evaluate the performance of virtual worlds running in virtual machines. The results are presented and analysed before presenting the design of a system that we have built for managing virtual worlds in the cloud.
dc.format.extent490680
dc.language.isoeng
dc.publisherSciTePress
dc.relation.ispartofCLOSER 2012en
dc.subjectQA75 Electronic computers. Computer scienceen
dc.subject.lccQA75en
dc.titleVirtual machines for virtual worldsen
dc.typeConference itemen
dc.contributor.institutionUniversity of St Andrews. School of Computer Scienceen
dc.identifier.urlhttp://closer.scitevents.org/?y=2012en


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