We introduce the network software architecture of the distributed interactive virtual environment platform. The platform is designed to scale with a large number of simultaneous participants, while ensuring maximum interaction at each site. Scalability is achieved by making extensive use of multicast techniques and by partitioning the virtual space into… (More)
A central aim of the COVEN project was to prototype large-scale applications of collaborative virtual environments (CVEs) that went beyond the existing state of the art. These applications were used in a series of real-scale networked trials that allowed us to gather many interesting human and technological results. To fulll the technological and… (More)
To allow the number of simultaneous participants and applications to grow, many Collaborative Virtual Environment (CVE) platforms are combining ideas such as loose consistency, absence of central servers and world sub-partitioning with IP multicasting. For long distance connections, most of these systems rely on the existence of the Internet multicast… (More)
Building a distributed virtual environment that scales to many participants in low bandwidth, high latency networks is a technical challenge. The key issues are maintaining acceptable performance in the face of high latency links, and maintaing consistency of shared world data between multiple participants. This paper describes our overall architecture that… (More)
In an attempt to reduce the communication costs in a shared distributed virtual environment (VE) system with a large number of participants, we have explored the use of SP* tial interaction techniques. In particular, we have experimented with the notion of an area of interest (AOI) which is dynamically established based on the spatial proximity of… (More)
We overview the Interactive Collaborative Environments laboratory at the Swedish Institute of Computer Science.