EP2229628A2 - Procédé de gestion d'un ensemble d'entités de contrôle d'un environnement virtuel, dispositif, et produit programme d'ordinateur correspondant - Google Patents
Procédé de gestion d'un ensemble d'entités de contrôle d'un environnement virtuel, dispositif, et produit programme d'ordinateur correspondantInfo
- Publication number
- EP2229628A2 EP2229628A2 EP08865136A EP08865136A EP2229628A2 EP 2229628 A2 EP2229628 A2 EP 2229628A2 EP 08865136 A EP08865136 A EP 08865136A EP 08865136 A EP08865136 A EP 08865136A EP 2229628 A2 EP2229628 A2 EP 2229628A2
- Authority
- EP
- European Patent Office
- Prior art keywords
- user
- virtual environment
- transfer
- representations
- virtual
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Withdrawn
Links
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/352—Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
-
- A63F13/12—
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F9/00—Arrangements for program control, e.g. control units
- G06F9/06—Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
- G06F9/46—Multiprogramming arrangements
- G06F9/50—Allocation of resources, e.g. of the central processing unit [CPU]
- G06F9/5005—Allocation of resources, e.g. of the central processing unit [CPU] to service a request
- G06F9/5027—Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resource being a machine, e.g. CPUs, Servers, Terminals
- G06F9/5033—Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resource being a machine, e.g. CPUs, Servers, Terminals considering data affinity
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F9/00—Arrangements for program control, e.g. control units
- G06F9/06—Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
- G06F9/46—Multiprogramming arrangements
- G06F9/50—Allocation of resources, e.g. of the central processing unit [CPU]
- G06F9/5083—Techniques for rebalancing the load in a distributed system
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06N—COMPUTING ARRANGEMENTS BASED ON SPECIFIC COMPUTATIONAL MODELS
- G06N3/00—Computing arrangements based on biological models
- G06N3/004—Artificial life, i.e. computing arrangements simulating life
- G06N3/006—Artificial life, i.e. computing arrangements simulating life based on simulated virtual individual or collective life forms, e.g. social simulations or particle swarm optimisation [PSO]
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/535—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5553—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history user representation in the game field, e.g. avatar
Definitions
- a method of managing a set of control entities of a virtual environment, device, and corresponding computer program product is a method of managing a set of control entities of a virtual environment, device, and corresponding computer program product.
- the present invention relates to the computer management of virtual environments, for example "virtual worlds", for example enabling users to meet in a virtual manner, via their respective terminals. More specifically, the invention relates to the management of a set of entities (servers or software) each managing one of these environments or virtual worlds, in a virtual world management computer system.
- a virtual environment can be seen as a representation of a particular universe in which real-world users are present, in the form of avatars.
- An avatar is a representation, using a set of parameters, of a user.
- Such a representation can be in the form of an image or an animated object.
- immersion such a representation generally corresponds to the result of calculations, sometimes complex, made from different parameters specific to a user.
- Such a representation can be in two or three dimensions and evolve in real time as well according to parameters and / or actions performed by the user in the virtual world as a function of actions performed by other users (or by their respective avatars) evolving within the same virtual world.
- a virtual world is said to be "immersive" when the user is immersed in it by means of a representation of a space and users, for example in three dimensions. We are talking about immersion of the user. 2 SOLUTIONS OF THE PRIOR ART In a virtual world, encounters between avatars allow the interlocutors represented by these avatars to exchange with each other. When a virtual world is successful, it raises a particular issue related to the influx generated by the attractiveness of users for this virtual world.
- the resources needed to manage all the avatars of a virtual world are not extensible indefinitely. Indeed, to implement a virtual world, a set of resources must be available. These include computer resources (such as servers or network means) that a service provider is provided with. Such computer servers have as their main task the repercussion of the evolutions of each avatar with all the other avatars present in the same virtual world they share. When the number of avatars present in a virtual world increases, the server (or the group of servers) managing this world must manage such evolutions, most often linear, sometimes even exponentially in terms of climb, or more generally load variations.
- the display of all avatars present may therefore pose load management problems when the number of these avatars increases significantly, especially for low power terminals.
- resources are often used, within the client stations (that is to say posts of the users of the virtual world) to calculate and realize the display of scenes (using specific languages, such as VRML, from "Virtual Reality Modeling Language” for "Virtual Reality Modeling Language”).
- Such calculations are power consumers on user terminals (use of one or more microprocessors, virtual memory, etc.).
- a high number of avatars also poses a direct problem for the user, who then has difficulties to understand all the avatars present in his environment. For example, in the case of a virtual world intended to encourage meetings with other people in the virtual world by avatar interposed, the presence of a thousand avatars may be counterproductive (in the same way that it would be difficult to establish a meeting in a crowd of a thousand people).
- a commonly accepted current limitation of avatars management within a virtual world is about a few hundred avatars simultaneously hosted on an entry-level hardware server. This limit is quickly reached in the virtual worlds put on line on the Internet, or even exceeded by several thousand simultaneous users in the case of successful online sites.
- a problem with this technique of the prior art therefore lies in the manner of managing the change of world from the point of view of the users and from the point of view of the control entities on the servers. Indeed, this architecture obligatorily causes a partitioning of the worlds.
- service providers build several virtual worlds connected by more or less visible passages, often called "doors". The problem then lies technically in the synchronization of the "doors" between the worlds, and economically in the cost of achieving the design of each of these worlds.
- This approach however, has the advantage of transparency for the customer but at the cost of a high cost and a long implementation of server equipment extensions, that is to say additional servers.
- the solution proposed by the invention does not have these disadvantages of the prior art. It concerns a method of managing a set of entities each controlling a virtual environment in which user representations evolve.
- such a method comprises the following steps: monitoring at least one characteristic of each of said entities and / or at least one characteristic of said corresponding virtual environment; proposing the transfer and / or transfer of at least one of said user representations from a first virtual environment to a second virtual environment, depending on the one or more monitored characteristics.
- a control entity of a virtual environment may in particular be a server, or an instance of a control program of a virtual environment (or world), especially in the case where the same server controls several virtual environments. According to the invention, it is the device for managing virtual environments
- the transfer proposal made by the management device is not random, but takes into account objective, technical characteristics (server load for example) or representative of the state of the virtual world considered (number and / or typology of representations). .
- This approach implemented by the management device, can also make it possible, at least in certain embodiments, to optimize objectively the chances of success (for example the chances of a wanted person meeting) for each user.
- the method comprises, prior to said step of proposing transfer and / or transfer, a step of controlling a possibility of transferring said at least one user representation to said second virtual environment.
- control step comprises the following sub-steps: detecting the existence of a communication initiated between said user representation and at least one other user representation; authorization of said step of proposing transfer and / or transfer if said detection is negative.
- the method of the invention makes it possible to prevent a representation of the user from being transferred to a virtual environment even though this user is not available to do so. Thus, for example, if a user has entered into communication with another user through his representation, he is not moved to the destination virtual environment.
- the invention makes it possible to respect the actions that are performed by the avatar of the user.
- said transfer and / or transfer proposal step comprises the following sub-steps: a proposal made to said user to transfer his representation of said first virtual environment to said second virtual environment; processing a response received from said user following said proposal sub-step so as to determine his agreement or refusal on a transfer of his representation; in case of agreement of said user, transferring the representation of said user from said first virtual environment to said second virtual environment.
- the invention makes it possible to subordinate the transfer to an agreement of the user.
- the user thus has a right to look at his transfer. It can refuse this transfer and stay in the virtual environment in which it is located. Such a case may for example occur when the user wants to meet an avatar of another user at a specific time and he does not want to change location.
- said monitoring step comprises the following sub-steps: obtaining at least one piece of information representative of a characteristic of said user, called user data; comparing said one or more user data with corresponding data from at least one other user present in each of the virtual environments; selecting said second virtual environment in which a transfer is to be operated, based on the results of said comparison.
- said comparison step implements a calculation of a distance between the one or more user data, in order to determine in each of said environments at least one set of representations of close users, according to said distance, of the user representation. to transfer, and in that said selecting step selects a virtual environment in which said one or more sets, determined in said comparing step, comprise the largest number of representations.
- the invention makes it possible to take into account the characteristics of the user when identifying a destination virtual environment. Such consideration of the user thus makes it possible to transfer the user to an environment that suits him. Indeed, the load balancing achieved by the method of the invention then allows in addition to satisfy the user since we take into account its characteristics.
- a characteristic taken into account can be, for example, the age, the sex, the size of the user as such, or of a person that this user would like to meet.
- This list of characteristics is of course not limiting and may include any characteristic that can be defined for a user.
- the selection of a destination virtual environment is then carried out taking into account the population contained in this virtual environment, namely the set of characteristics of other users that best correspond to the characteristics of the user to be transferred.
- said monitoring step comprises a substep of controlling the distribution of user representations in each of said virtual environments, according to at least one predetermined distribution parameter.
- said predetermined distribution parameter belongs to the group comprising at least: a number of user representations per virtual environment; a parameter representative of a predefined distribution, in terms of number of representations, between at least two groups of users each having at least one similar characteristic; a load balancing parameter of at least one management entity of at least one virtual environment.
- the invention makes it possible to adjust the load of the servers implementing the virtual environments while respecting distribution parameters representations of these users within the virtual environments in which they are transferred.
- a distribution parameter can be: two hundred simultaneous representations in the virtual environment and / or an equal distribution of men and women and / or a Gaussian distribution of representations according to the size of the users to which the representations belong and / or a uniform distribution of representations according to the hair color of the users to which the representations belong and / or a load of fifty percent of machine power consumption on the server in nominal mode, etc.
- said monitored characteristics belong to the group comprising at least: information representative of consumption by said entity of a resource greater than a determined ceiling; an information representative of a consumption by said entity of a resource below a determined threshold; a number of user representations lower than a determined threshold in said first virtual environment; a number of user representations greater than a determined threshold in said first virtual environment; a scheduled triggering period periodically; a triggering moment randomly programmed.
- the invention makes it possible to condition the occurrence of a transfer of a representation of a user to a particular event.
- the invention therefore makes it possible not to constantly transfer a user, which guarantees an optimum quality of service with respect to the user.
- the transfer of the user can thus take place, for example, when the server that hosts the virtual environment in which its representation is reached reaches a ceiling of resource consumption determined (for example a consumption in terms of memory on the server, in terms of bandwidth for exchanges between servers, a load of a microprocessor on the server ...), which can lead to a bad quality of service (because the interaction with this virtual environment becomes slower) or when contrary, a threshold of resource consumption on the server is reached or when, during a continuous update procedure, a transfer initiation time is programmed for the representation of the user.
- a ceiling of resource consumption determined for example a consumption in terms of memory on the server, in terms of bandwidth for exchanges between servers, a load of a microprocessor on the server .
- the invention also relates to a device for managing a set of entities each controlling a virtual environment in which representations of a user evolve.
- a device for managing a set of entities each controlling a virtual environment in which representations of a user evolve comprises: means for monitoring at least one characteristic of each of said entities and / or at least one characteristic of said corresponding virtual environment; proposing means for transferring and / or transferring at least one of said user representations from a first virtual environment to a second virtual environment, according to the one or more monitored characteristics.
- Such a device is particularly suitable for implementing the management method described above.
- This is for example a central server managing servers, or entities on servers, hosting one or more virtual environments as described above. It can also be a server hosting one or more virtual environments and also managing other servers hosting other virtual environments.
- the invention also relates to a computer program product downloadable from a communication network and / or stored on a computer readable medium and / or executable by a microprocessor, comprising program code instructions for executing the management method. as previously described. 4 LIST OF FIGURES
- FIG. 1 illustrates an example of a general system for implementing the method of the invention
- Figure 2 shows the main steps of the method according to one embodiment of the invention, in a system such as that shown in Figure 1
- FIG. 3 shows a sequence diagram for triggering the process by a first event
- Fig. 4 shows a sequence diagram for triggering the process by a second event
- FIG. 5 shows the structure of a transfer device implementing the transfer method according to a particular embodiment of the invention.
- the invention makes it possible to optimize the management of servers, or control entities on servers that support the implementation of virtual worlds, in terms of load and / or response to users' expectations, by proposing data transfers. avatar based on one or more characteristics monitored by a management device.
- the invention makes it possible to propose a transfer and / or to transfer representations of users in a destination virtual world based on server characteristics monitoring, or control entities on servers, controlling the virtual worlds and / or features of virtual worlds themselves, without prior research or action on the part of the 'user.
- the monitored characteristics can for example be the load, the consumption of one or more resources ...
- the monitored characteristics can for example be a distribution of avatars within each monitored world such as for example two hundred avatars at the same time in the same virtual world, an equal distribution of men and women, a Gaussian or uniform distribution of avatars according to characteristics such as the size, the hair color of the users represented, etc.
- the monitored characteristics can also correspond to a calculation of the distance between the characteristics of the different users, if necessary with appropriate weightings, so as to distribute the users in order to place them in the "best of all worlds", or the corresponding world. a priori and objectively the most to their expectations, for example a world in which they have the best chance of meeting other users who correspond to them, while optimizing the distribution of the load of each control entity or of each server.
- the implementation of the invention therefore assumes the presence of a plurality (at least two) virtual worlds.
- These virtual worlds may be the same (or similar) in terms of environment, but are different, of course, by the avatars present in each of them. They may also differ in terms of the environment, in other embodiments.
- the transfer of a representation of a user, or avatar, from a first virtual world to a second virtual world (destination world) allows, at least according to some embodiments, to ensure that the load of the server, or of the control entity on the server, will be regulated, because there is a strong relationship between the number of user representations in a world and the load of the server, or the control entity on the server, hosting this world .
- the invention makes it possible, in some embodiments, to regulate the load by optimally distributing, according to a predetermined algorithm, the representations of the users connected to the virtual worlds so that these representations are not automatically placed in virtual worlds. which do not suit them.
- the invention makes it possible to propose to a user, at any time, or at predetermined times (and not only at the moment of entry into the virtual worlds), a transfer to a virtual world that would correspond to it a priori better.
- the implementation of the invention is based on at least some of the following technical aspects, depending on the embodiments: - the permanent or periodic monitoring of the state of the different virtual worlds; the occurrence of an event initiating a transfer; searching for a destination virtual world based on this event, which identifies a virtual world in which the representation of the user will be transferred; verifying that the destination world identified is capable of receiving the representation of the user; the actual transfer of the representation of the user to lower the load of the server, or the control entity on the server, which hosts the virtual world from which this representation comes.
- the proposed solution consists in particular of a management method of control entities on servers each associated with a virtual world, ensuring a distribution, or distribution proposal, of user representations on control entities reproducing the same virtual world.
- the method of the invention is implemented, proposing a new distribution of user representations within the virtual worlds. User representations change or do not change control entity according to the result of the distribution calculation.
- the time of implementation of the process may be a function of an event occurring in the real world (overload of a server, increase or decrease of populations in a given world, etc.).
- Such an event can be for example: an occurrence of an overload of a server equipment, or of a control entity on a server, namely the reaching of a threshold or a ceiling predefined consumption of a resource.
- the general load of an equipment can be the result of a calculation of consumption of at least one of the resources of the equipment. For example: when the processor time consumed reaches 80% or the network rate is greater than 600kbit / s and the number of packets transmitted is greater than 10 000 p / s. an occurrence of a result of a calculation on the number of user representations or the number of a particular type of user representation in the virtual world. When this result reaches a predefined threshold or ceiling, the transfer can be performed.
- the method is implemented for transferring representations of surplus users or for realizing a new one. global distribution of all user representations of this virtual world. Taking into account such an event makes it possible to control the peaks of charge before their occurrences and to balance the distribution of the representations between the virtual worlds.
- Continuous monitoring of the various virtual worlds can also be implemented, for example to propose to a user a transfer to another virtual world which seems, at the moment considered (that is to say according to the users present in this world at this moment), more adapted.
- the implementation of the method can be performed for all the representations of all the users of all the virtual worlds at a given moment, thus causing a general distribution of the load on all the servers, or on all the control entities on the servers.
- the method of the invention can also be implemented over water, that is to say throughout the life of the virtual worlds, in order to regulate the load continuously and / or to optimize the satisfaction of the user.
- the identification of the destination world of the representation of the user can also be realized in several different ways: randomly: a world will be randomly identified and the user's representation will be transferred to it; according to a deterministic algorithm: for example by taking into account the number of users present in each world, and by selecting the least populated world; taking into account the exchanges in progress between the representations of the users: for example, if a representation of a user communicates with another representation of another user, either one does not carry out the transfer, or one precedes the transfer of these two representations simultaneously; according to user characteristics: a virtual world is identified which corresponds to the characteristics of the user to transfer his representation in a suitable world. For example, for a user who loves football, the virtual world of destination identified will be the one where there are the most football fans.
- the invention also makes it possible to optimize the operation seen by the user, insofar as: his transfer to the destination world is carried out automatically: this means that the user does not have to take care of realizing his transfer; the servers are always able to render an optimal service.
- the servers, the load of which is controlled by the method of the invention can respond without delay to the interactions of user representations, thus making the immersion experience in the virtual world more pleasant.
- the invention makes it possible, from the point of view of a user, to best adapt the virtual world to his needs and to hide the technical limits.
- managing server load balancing has no impact on user immersion.
- the method of the invention can be applied to any virtual world (2D or 3D) where user representations represent users of the real world.
- 2D or 3D virtual world
- the invention makes it possible to limit the costs of setting up additional resources.
- a further advantage of the invention lies in the increased opportunities for meetings offered to users.
- each user 12 accesses a virtual world 20, via an immersion terminal 11 (such as a computer, but any other immersion system is of course conceivable, for example a phone, PDA, ...);
- an immersion terminal 11 such as a computer, but any other immersion system is of course conceivable, for example a phone, PDA, ...;
- Each virtual world 20 comprises: one or more virtual spaces 21; user representations, or avatars, representing the real world users;
- Such a system also comprises: a communication network 30 enabling the immersion terminals 11 to communicate with each other as well as with servers 40; servers, or control entities on servers, 40 providing a coordinating, broadcasting and memorizing role.
- a user 12 of the real world 10 is represented by his avatar 22.
- the user 12 controls his user representation 22 and sees the visual field seen by this avatar 22 to the 11.
- the method of the invention is implemented using physical parameters of the real world. These parameters are of several kinds: the parameters related to the support servers, or hosting, virtual worlds. These are concrete parameters related to a present or future situation concerning, for example, the processing load to be performed on the servers in question; settings related to users with representations, such as eye color, size, gender, interests, etc. These are characteristics previously entered by users in order to define for example their appearances, their tastes, their preferences, their expectations or their respective occupations in the real world.
- a monitoring step 1 various characteristics are monitored, in order to trigger a transfer if one or more of these characteristics take a predetermined value, or evolve in a particular way and so on.
- it can be a monitoring of the load, one or more servers controlling the different virtual worlds considered. It can also be the monitoring 3 of the distinctive signs associated with the previously described avatars (for example the monitoring of the green colored spheres visible by a given avatar).
- This monitoring step 1 triggers a search 5 of the best possible destination for the avatar concerned. Indeed, in this embodiment, the transfer of an avatar, triggered by the result of the monitoring step 1, is proposed so that the avatar is found in a virtual world more suitable than that in which it was. This step of finding a most suitable destination is also described in more detail below. This research can also take into account the results of monitoring steps 2, 3 or 4.
- a transfer step 6 is implemented, comprising a transfer proposal sub-step 7 and, in case of agreement, a substep of carrying out the transfer 8.
- the transfer proposal can be submitted to the user of the avatar that is to be transferred, for the user's agreement.
- the transfer proposal may also be submitted to the identified destination virtual world management entity, for example to check the load, or to a distribution criterion.
- the parameters related to the connected users 12 are taken into account via their systems 11.
- Each user has, within the virtual world 20, a representation 22, such as an avatar. It can be a three-dimensional representation, which in this case is modeled and displayed by appropriate mechanisms implemented in a system 11 or a server 40. It can also be a representation in two dimensions , in the form of, for example, a graphic file previously determined and configured. The user 12 can also modify other characteristics, which may or may not be integrated into his representation: appearance, taste, occupation ...
- the user 12 can also report one or more characteristics that he wishes to find among the users he is able to meet through his representation 22 in the virtual world 20.
- the user 12 can thus wish get in touch with people who love football or people with special physical characteristics.
- the representations 22 of the users 12 can be completed to show a degree of correspondence between the characteristics sought by a user and the characteristics sought by another user he encounters.
- This degree of correspondence is materialized, within the virtual world, and in this embodiment, by a distinctive sign, or indicator, associated with the representations of users.
- this distinctive sign may be a colored geometric shape (an arc of a circle, a sphere) placed above the head of an avatar. The color of this geometric shape varies according to the degree of correspondence with the characteristics sought by the users.
- a representation of a first user perfectly corresponding to the characteristics sought by a second user will have a geometric shape of green color, if the characteristics sought by this first user also correspond perfectly to the characteristics of the first user (ie ie, if there is reciprocity).
- Other means indicating can of course be considered.
- a representation of a user does not correspond at all to the characteristics sought by another user or will not have any geometric shape, or a distinctive geometric shape, for example black or red color.
- An intermediate color (orange for example) can be presented if only certain criteria are respected (for example a sharing of certain interests), or if there is no reciprocity.
- Such an implementation allows users to immediately recognize, within the virtual world, other users who have identical or similar characteristics and to participate in making the immersion interesting for the user.
- a representation of a first user perfectly matching the characteristics sought by a second user will have a geometric shape of green color is called thereafter "winning representation".
- the management system can use this information to identify the "best of all worlds", ie the one with the most important set of green indicators (and, where appropriate, also taking into account the sets orange indicators).
- different characteristics can be monitored to then trigger the transfer of one or more users to other servers, or control entities servers: - the variation of the virtual world population according to arrivals and departures users.
- an additional server can be added.
- a server can be deleted.
- the calculation of the new distribution ie the distribution of users on the different servers
- Such a variation of the population has a direct effect on the load of the server associated with the virtual world which undergoes the variation; - the result of a calculation concerning the population of users.
- the user is not in communication with another user, he is proposed to join the server where he will have a greater number of winning representations.
- the transfer in the new virtual world is, in this embodiment, subject to the agreement of the user.
- FIGS. 1 and 4 show an embodiment of an identification of a virtual world of destination during a variation of the population of the virtual world according to the arrivals and departures of the users.
- an immersion device allows the user 11 to modify in a container 300 (via a dedicated application, for example) its characteristics 301 called "possessed” (ie say its own characteristics) and in a container 302 the characteristics 303 called
- the container 300 for example a file or database, stores the possessed features 301 of each user in the real world (e.g., eye color, size, favorite sports, etc.).
- the container 302 e.g. a file or database, stores the desired features 303 by each user of the real world (e.g., eye color, size, favorite sports, etc.).
- the container 304 for example a file or a database, stores identification information of the server 305 of each user (i.e., the virtual world in which the representation of the user is located).
- the identification then comprises: a calculation step 105 of the load on all the servers (or entities). If a server reaches the configured maximum load threshold (and no other server has availability), a new server is enabled. If a server reaches the set minimum load threshold, it is considered disabled in the calculation of the new distribution.
- a command 306 for launching the calculation of a new optimal distribution for the servers is transmitted; a calculation step 106 of the meeting possibilities on the active servers for each user representation present on the overloaded server, from the owned features 301 from the container
- the best distribution 502 providing the maximum of meeting opportunities to each user is obtained for example by a calculation of a decision tree segmented by the characteristics of the users; a transfer step 107 (or transfer proposals) representations of selected users 203 on their new servers, from the new distribution 502 to instantiate. 5.2.3.2 Calculation over water
- FIGS. 1 and 3 show an embodiment of an identification of a destination virtual world during a continuous update of the population, which corresponds to an "underwater” calculation. (that is, without user intervention), as it goes (ie, continuously).
- an immersion terminal allows the user 11 to modify in a container 300 (via a dedicated application, for example) its characteristics 301 called “owned” (ie say its own characteristics) and in a container 302 the characteristics 303 called
- the container 300 for example a file or database, stores the possessed features 301 of each user in the real world (e.g., eye color, size, favorite sports, etc.).
- a container 304 for example a file or a database, stores identification information of the server 305 of each user (i.e., the virtual world in which the representation of the user is located).
- the identification then comprises: a calculation step 102 (for example in the form of a mathematical distance) of the chances of success of a meeting 401 on all the servers for each present user representation, from the characteristics possessed 301 from the container 300 and the desired characteristics 303 from the container 302 and for the server 305 of the user and for all other active servers (not shown); a comparison step 103 of the chances of success of a meeting 401 with each other for each user representation.
- the comparison 103 delivers representative information 501 of a destination world to an interface 104 (of the device 11).
- This can be implemented in the form of a calculation of distance between the characteristics of the different users, if necessary with appropriate weights.
- the comparison of meeting possibilities can be set either according to a fixed threshold (the new virtual world of destination must offer at least twenty additional possibilities), either according to a fixed rate (the new virtual world of destination must offer at least fifty percent of possibilities additional) a proposed transfer and / or transfer step: the representative information 501 sent to the real / virtual interface 104 and to an interface
- the management system preferentially does not only take into account the characteristics of each user. It also tries to take into account the technical aspects (load of the servers for example) and the balances of each world (number of people, aspects relating to the diversity and / or the homogeneity of the distributions, ).
- Pure load management is a first variant of calculating a new distribution of user representations.
- the fact that the value of the charge passes above a given ceiling or below a certain threshold is therefore the triggering event of the allocation.
- This first example is based primarily on the management of the load inherent in a given virtual world (thus the responsibility of the server or the control entity on a server hosting this world).
- this virtual world is duplicated (that is to say a copy is created) according to an algorithm of duplication which distributes the representations by taking into account a logic of the genres if it is necessary (as for example a homogeneous distribution of men and women) and by seeking a distribution which ensures for each user a maximum number of representations which correspond to its characteristics (that is to say a maximum of green distinguishing signs in the example described above).
- This algorithm is implemented only on the "mother” world and does not take into consideration the other virtual worlds during operation.
- the new distribution of user representations is therefore linked to the only representations contained in the "mother” world.
- the algorithm of calculation of the correspondences of characteristics puts in coherence the elements of research: sex, age, city (the sex and the city being previously treated during the connection to the service, that is to say that these data already have have been processed during the initial assignment of the user representation at the time of its connection).
- a similar procedure is implemented when the load of two worlds passes under a determined threshold. In this case, these two worlds "merge”.
- a continuous smoothing of the load is carried out by performing identification of a destination virtual world for each user representation over water, that is to say user by user.
- the event that causes the search and identification of a virtual world of destination is a moment of beginning of implementation of the research.
- An invisible calculation for the user is made periodically to identify the best situation a priori of the representation of this user with respect to all the virtual worlds available (that is to say with respect to all the duplications of the same world virtual origin).
- a calculation time (that is to say the "processor” processing time) is given priority over the representations of users having the lowest "r” ratio. next: number of winning performances total number of performances
- Each active world with active user representations will be successively computed to identify the best virtual world of connected and online representations in which the user representation can be transferred, that is, that is, in which the number of winning representations relative to the user is maximum.
- the allocation of a calculation time for the identification of a new destination world can also be engaged if a threshold of winning representations is crossed (for example, less than thirty).
- the allocation of a calculation time is performed so as not to induce a slowdown in the implementation of the virtual world while satisfying the users.
- the destination world has been identified, the agreement of the user is requested prior to its transfer.
- the load of the servers implementing the virtual world is smoothed because: a concordance between a maximum number of representations of connected users and non-connected users is established, in order to maintain a good overall impression of the world's population virtual by users. This allows, at the server level, to keep available resources for the connected users; the number of disconnected user representations is decreased as other users are connected to the virtual world.
- these representations of disconnected users can be transferred to another virtual world in order to maintain, on all virtual worlds, a homogeneous population density and therefore a homogeneous load on all servers. representations of disconnected users are processed faster in the virtual world;
- Such collection equipment comprises a memory 51 constituted by a buffer memory, a processing unit 52, equipped for example with a microprocessor P, and driven by the computer program 53, implementing the management method according to the invention. 'invention.
- the code instructions of the computer program 53 are for example loaded into a RAM before being executed by the processor of the processing unit 52.
- the processing unit 52 receives as input at least a characteristic of each of said entities and / or at least one characteristic of the corresponding virtual world.
- the microprocessor of the processing unit 53 implements the steps of the management method described above, according to the instructions of the computer program 53, to decide whether a representation transfer of a user can be proposed.
- the management device comprises, in addition to the buffer memory 51, means for monitoring at least one characteristic of each of said entities and / or at least one characteristic of the corresponding virtual world and means for proposing transfer and / or transferring at least one of said user representations from a first virtual world to a second virtual world, according to the one or more monitored characteristics.
- These means are controlled by the microprocessor of the processing unit 52.
- Such a device is in particular a centralized server managing the different servers and control entities of the servers in a system comprising a plurality of virtual worlds.
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Abstract
Description
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Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
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FR0759658 | 2007-12-07 | ||
PCT/FR2008/052213 WO2009080946A2 (fr) | 2007-12-07 | 2008-12-05 | Procédé de gestion d'un ensemble d'entités de contrôle d'un environnement virtuel, dispositif, et produit programme d'ordinateur correspondant |
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EP2229628A2 true EP2229628A2 (fr) | 2010-09-22 |
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US (1) | US8887072B2 (fr) |
EP (1) | EP2229628A2 (fr) |
CA (1) | CA2705403A1 (fr) |
WO (1) | WO2009080946A2 (fr) |
Families Citing this family (12)
Publication number | Priority date | Publication date | Assignee | Title |
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US9254438B2 (en) | 2009-09-29 | 2016-02-09 | International Business Machines Corporation | Apparatus and method to transition between a media presentation and a virtual environment |
US9256347B2 (en) * | 2009-09-29 | 2016-02-09 | International Business Machines Corporation | Routing a teleportation request based on compatibility with user contexts |
US20110231781A1 (en) * | 2010-03-19 | 2011-09-22 | International Business Machines Corporation | System and method for virtual object sharing and management in virtual worlds |
EP3543958B1 (fr) * | 2010-09-13 | 2020-11-11 | Barry Lynn Jenkins | Système et procédé de fourniture et de commande de diffusion multimédia interactive comprenant des paquets prédéterminés de données géométriques, de textures, d'éclairage et d'autres données rendues sur un dispositif de réception |
US9501919B2 (en) * | 2011-03-11 | 2016-11-22 | Elisabeth Laett | Method and system for monitoring the activity of a subject within spatial temporal and/or behavioral parameters |
EP2500823A1 (fr) | 2011-03-15 | 2012-09-19 | Siemens Aktiengesellschaft | Fonctionnement d'un réseau de traitement de données doté de plusieurs centres de données géographiquement distancés |
US8375085B2 (en) | 2011-07-06 | 2013-02-12 | Avaya Inc. | System and method of enhanced collaboration through teleportation |
CN103970609B (zh) * | 2014-04-24 | 2017-03-08 | 南京信息工程大学 | 一种基于改进蚁群算法的云数据中心任务调度方法 |
CN104915557B (zh) * | 2015-06-04 | 2017-09-01 | 中山大学 | 一种基于双目标蚁群算法的云任务分配方法 |
US10110914B1 (en) * | 2016-09-15 | 2018-10-23 | Google Llc | Locally adaptive warped motion compensation in video coding |
CN106991013B (zh) * | 2017-04-18 | 2018-09-07 | 腾讯科技(深圳)有限公司 | 一种对资源请求进行处理的方法及装置 |
US11087136B2 (en) * | 2018-04-13 | 2021-08-10 | Apple Inc. | Scene classification |
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US5951694A (en) * | 1995-06-07 | 1999-09-14 | Microsoft Corporation | Method of redirecting a client service session to a second application server without interrupting the session by forwarding service-specific information to the second server |
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JP4479051B2 (ja) * | 2000-04-28 | 2010-06-09 | ソニー株式会社 | 情報処理装置および方法、並びに記録媒体 |
US20020116458A1 (en) * | 2000-12-14 | 2002-08-22 | Jonathan Bricklin | Web-based dating service |
GB0407336D0 (en) * | 2004-03-31 | 2004-05-05 | British Telecomm | Pathfinding system |
US8443372B2 (en) * | 2006-03-23 | 2013-05-14 | International Business Machines Corporation | Methods and systems for partitioning data in parallel processing systems |
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2008
- 2008-12-05 WO PCT/FR2008/052213 patent/WO2009080946A2/fr active Application Filing
- 2008-12-05 US US12/746,048 patent/US8887072B2/en not_active Expired - Fee Related
- 2008-12-05 EP EP08865136A patent/EP2229628A2/fr not_active Withdrawn
- 2008-12-05 CA CA2705403A patent/CA2705403A1/fr not_active Abandoned
Patent Citations (1)
Publication number | Priority date | Publication date | Assignee | Title |
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US5951694A (en) * | 1995-06-07 | 1999-09-14 | Microsoft Corporation | Method of redirecting a client service session to a second application server without interrupting the session by forwarding service-specific information to the second server |
Also Published As
Publication number | Publication date |
---|---|
CA2705403A1 (fr) | 2009-07-02 |
WO2009080946A3 (fr) | 2009-08-20 |
WO2009080946A2 (fr) | 2009-07-02 |
US20100299618A1 (en) | 2010-11-25 |
US8887072B2 (en) | 2014-11-11 |
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