Mehran Dowlatshahi

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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(More)
This article evaluates network and server infrastructure requirements to support real-time flows associated with networked entertainment applications. These include the state information flow to update the status of the virtual environment and immersive communication flows such as voice, video, gesture, and haptics communication. The article demonstrates(More)
This paper aims to provide a fast multicast algorithm among a set of distributed proxies to enable the creation of realistic audio for networked games. We assume that each proxy is responsible for a group of clients. The proxy receives the audio packets from its clients and multicasts this audio to every other proxy that requires this audio for any of its(More)
With the increase in the number of mobile and distributed services throughout the Internet, locating nodes capable of initiating particular services, or those able to provide particular services or resources is becoming a critical issue. This paper presents a new architecture for service discovery and resource allocation. The architecture adopts a(More)
Multicasting of real-time streams (voice, video, etc.) for interactive communication in networked virtual environments (V.E.) is becoming an increasingly important service. Here as an example characteristics of interactive voice scenes for participants in a V.E. are presented. Proxy based overlay multicasting of real-time streams is a candidate architecture(More)
Delivery of immersive communications to mobile devices presents several technical challenges. These include the limitations of wireless link bandwidth and scarcity of computational resources in mobile devices. We propose a system design to overcome these bottlenecks based on a distributed proxy model where bandwidth management tasks and low level functions(More)