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dc.contributor.authorBakri, Hussein
dc.contributor.authorAllison, Colin
dc.date.accessioned2016-05-09T23:32:47Z
dc.date.available2016-05-09T23:32:47Z
dc.date.issued2016-05-10
dc.identifier.citationBakri , H & Allison , C 2016 , Measuring QoS in Web-Based Virtual Worlds : an evaluation of Unity 3D web builds . in Proceedings of the 8th International Workshop on Massively Multiuser Virtual Environments . , 1 , ACM , New York , 8th International Workshop on Massively Multiuser Virtual Environments , Klagenfurt am Wörthersee , Austria , 10/05/16 . https://doi.org/10.1145/2910659.2910660en
dc.identifier.citationworkshopen
dc.identifier.isbn9781450343589
dc.identifier.otherPURE: 241822111
dc.identifier.otherPURE UUID: dfb7065e-40d9-437d-8094-9f9ae61e343d
dc.identifier.otherScopus: 84974602232
dc.identifier.urihttps://hdl.handle.net/10023/8764
dc.description.abstractWeb Based Virtual Worlds (WBVW) provide users with an immersive 3D experience through their regular browser. They can be seen as prototypes for the 3D Web. This paper uses key Quality of Service metrics to compare and present measurements of two major formats for WBVW – Unity Web Player and WebGL. Significantly, in terms of realizing the 3D Web, the former requires a plug-in whereas the latter is now directly supported by major browsers. Metrics include Frames per Second, Frame Time, CPU usage, GPU usage, memory usage and Initial Download Time. The WBVW used in these experiments is Timespan Longhouse, a virtual world hosted originally in OpenSim and then transformed into Unity 3D and WebGL. The ability to transform virtual worlds built in OpenSim/Second Life to Unity 3D and then to the web has great potential to bring 3D immersive interaction capabilities to all web users but our results show that there is a significant performance difference between Web Player (plug-in needed) and WebGL (no plug-in required), in terms of all the metrics listed above. This paper explores the performance characteristics of the respective formats and proposes possible optimizations to improve their performance.
dc.format.extent6
dc.language.isoeng
dc.publisherACM
dc.relation.ispartofProceedings of the 8th International Workshop on Massively Multiuser Virtual Environmentsen
dc.rights© 2016, Publisher / the Author(s). This work is made available online in accordance with the publisher’s policies. This is the author created, accepted version manuscript following peer review and may differ slightly from the final published version. The final published version of this work is available at dl.acm.orgen
dc.subjectWeb-Based Virtual Worldsen
dc.subjectUnity 3Den
dc.subjectUnit Web Playeren
dc.subjectWeb GLen
dc.subjectOpenSimen
dc.subjectQoSen
dc.subjectQA75 Electronic computers. Computer scienceen
dc.subject3rd-NDASen
dc.subject.lccQA75en
dc.titleMeasuring QoS in Web-Based Virtual Worlds : an evaluation of Unity 3D web buildsen
dc.typeConference itemen
dc.description.versionPostprinten
dc.contributor.institutionUniversity of St Andrews. School of Computer Scienceen
dc.identifier.doihttps://doi.org/10.1145/2910659.2910660
dc.date.embargoedUntil2016-05-10


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