DICE: Internet delivery of immersive voice communication for crowded virtual spaces

P Boustead, F Safaei… - IEEE Proceedings. VR …, 2005‏ - ieeexplore.ieee.org
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 …

Exploring server-centric scalability for social vr

S Friston, O Olkkonen, B Congdon… - 2023 IEEE/ACM 27th …, 2023‏ - ieeexplore.ieee.org
Social Virtual Reality (SVR) systems are growing in both popularity and breadth. New
systems are attempting to support a wider range of increasingly large social situations. A key …

[HTML][HTML] Towards a framework for designing speech-based player interaction in multiplayer online games

G Wadley, MR Gibbs, P Benda - Proceedings of the 2nd …, 2005‏ - books.google.com
In this paper we consider the question of how best to design voice communication for use in
online multiplayer games. We propose a framework to helps shape both our understanding …

Latency-driven distribution: infrastructure needs of participatory entertainment applications

F Safaei, P Boustead, CD Nguyen… - IEEE …, 2005‏ - ieeexplore.ieee.org
This article evaluates network and server infrastructure requirements to support real-time
flows associated with networked entertainment applications. These include the state …

Method and system for split client-server reverberation processing

NR Tsingos, M Taylor - US Patent 8,958,567, 2015‏ - Google Patents
In some embodiments, a method applying reverberation to audio from at least one client of a
set of clients which share a virtual environment, including by asserting position data and at …

Spatialized audio streaming for networked virtual environments

R Zimmermann, K Liang - Proceedings of the 16th ACM international …, 2008‏ - dl.acm.org
Networked virtual environments (NVE) are increasingly popular and represent a range of
applications. Some online virtual worlds have a dedicated purpose, such as Massively …

[PDF][PDF] Proximity-based chat in a first person shooter: using a novel voice communication system for online play

M Gibbs, G Wadley, P Benda - … of the 3rd Australasian conference on …, 2006‏ - academia.edu
Voice communication between players can have many benefits relative to text-based
communication for game play and social experience in fast-paced multiplayer online games …

Latency and scalability: a survey of issues and techniques for supporting networked games

X Jiang, F Safaei, P Boustead - … Jointly held with the 2005 IEEE …, 2005‏ - ieeexplore.ieee.org
The popularity of on-line games that emphasize real-time interactivity is on the rise. A survey
of issues and techniques for supporting on-line games is provided in this paper. Latency and …

Peer-to-peer voice communication for massively multiplayer online games

T Triebel, B Guthier, T Plotkowiak… - 2009 6th IEEE …, 2009‏ - ieeexplore.ieee.org
We present an approach for integrating voice communication into massively multiplayer
online games (MMOG). The currently available third-party software solutions involve …

Ravitas: Realistic voice chat framework for cooperative virtual spaces

K Yasumoto, K Nahrstedt - 2005 IEEE International Conference …, 2005‏ - ieeexplore.ieee.org
In this paper, we propose RAVITAS, a framework for realistic voice chat among multiple
users in a virtual space reproducing the cocktail party effect. RAVITAS utilizes context-aware …