A Study on Design Requirement Development and Satisfaction for Future Virtual World Systems

Virtual worlds have become global platforms connecting millions of people and containing various technologies. For example, No Man’s Sky (nomanssky.com), a cross-platform virtual world, can dynamically and automatically generate content with the progress of user adventure. AltspaceVR (altvr.com) is a social virtual reality platform supporting motion capture through Microsoft’s Kinect, eye tracking, and mixed reality extension. The changes in industrial investment, market revenue, user population, and consumption drive the evolution of virtual-world-related technologies (e.g., computing infrastructure and interaction devices), which turns into new design requirements and thus results in the requirement satisfaction problem in virtual world system architecture design. In this paper, we first study the new or evolving features of virtual worlds and emerging requirements of system development through market/industry trend analysis, including infrastructure mobility, content diversity, function interconnectivity, immersive environment, and intelligent agents. Based on the trend analysis, we propose a new design requirement space. We, then, discuss the requirement satisfaction of existing system architectures and highlight their limitations through a literature review. The feature-based requirement satisfaction comparison of existing system architectures sheds some light on the future virtual world system development to match the changing trends of the user market. At the end of this study, a new architecture from an ongoing research, called Virtual Net, is discussed, which can provide higher resource sufficiency, computing reliability, content persistency, and service credibility.

[1]  Thomas Weiss,et al.  Virtual worlds in competitive contexts: Analyzing eSports consumer needs , 2013, Electronic Markets.

[2]  Mic Bowman,et al.  Survey of state melding in virtual worlds , 2012, CSUR.

[3]  Cheng-Hsin Hsu,et al.  A Survey of Interactive Remote Rendering Systems , 2015, ACM Comput. Surv..

[4]  Julian Togelius,et al.  A Panorama of Artificial and Computational Intelligence in Games , 2015, IEEE Transactions on Computational Intelligence and AI in Games.

[5]  Jingzhi Guo,et al.  Efficient Peer-to-Peer Content Sharing for Learning in Virtual Worlds , 2019, J. Univers. Comput. Sci..

[6]  Somnath Dey,et al.  Fingerprint image quality assessment and scoring using minutiae centered local patches , 2019, J. Electronic Imaging.

[7]  Rafael Bidarra,et al.  A Survey on Story Generation Techniques for Authoring Computational Narratives , 2017, IEEE Transactions on Computational Intelligence and AI in Games.

[8]  C. Herstatt,et al.  To own or not to own: How ownership impacts user innovation–An empirical study , 2015 .

[9]  Wei Cai,et al.  Toward Gaming as a Service , 2014, IEEE Internet Computing.

[10]  Cláudio Fernando Resin Geyer,et al.  A load balancing scheme for massively multiplayer online games , 2009, Multimedia Tools and Applications.

[11]  Wei Cai,et al.  A Survey on Cloud Gaming: Future of Computer Games , 2016, IEEE Access.

[12]  Murat Yuksel,et al.  A blind processing framework to facilitate openness in smart grid communications , 2015, Comput. Networks.

[13]  Lan Li,et al.  Application of virtual reality technology in clinical medicine. , 2017, American journal of translational research.

[14]  Johann Füller,et al.  Avatar-based innovation: Using virtual worlds for real-world innovation , 2009 .

[15]  Gabriel-Miro Muntean,et al.  Is Multimedia Multisensorial? - A Review of Mulsemedia Systems , 2018, ACM Comput. Surv..

[16]  Robert E. Crossler,et al.  Privacy in the Digital Age: A Review of Information Privacy Research in Information Systems , 2011, MIS Q..

[17]  Rui José,et al.  A Risk Management Framework for User-Generated Content on Public Display Systems , 2019, Adv. Hum. Comput. Interact..

[18]  Ricardo Neisse,et al.  A Blockchain-based Approach for Data Accountability and Provenance Tracking , 2017, ARES.

[19]  Baochun Li,et al.  Oruta: Privacy-Preserving Public Auditingfor Shared Data in the Cloud , 2014, IEEE Trans. Cloud Comput..

[20]  Sagar Naik,et al.  Energy Cost Models of Smartphones for Task Offloading to the Cloud , 2015, IEEE Transactions on Emerging Topics in Computing.

[21]  Petra M. Bosch-Sijtsema,et al.  Virtual Worlds Enabling Distributed Collaboration , 2014 .

[22]  Bahman Javadi,et al.  Cloud storage reliability for Big Data applications: A state of the art survey , 2017, J. Netw. Comput. Appl..

[23]  Naoto Yanai,et al.  RBAC-SC: Role-Based Access Control Using Smart Contract , 2018, IEEE Access.

[24]  Veysi Isler,et al.  Phaneros: Visibility‐based framework for massive peer‐to‐peer virtual environments , 2019, Comput. Animat. Virtual Worlds.

[25]  Raluca Diaconu,et al.  Kiwano: Scaling virtual worlds , 2016, 2016 Winter Simulation Conference (WSC).

[26]  Laura Ricci,et al.  Integrating peer-to-peer and cloud computing for massively multiuser online games , 2015, Peer-to-Peer Netw. Appl..

[27]  Jong-Hyouk Lee,et al.  BIDaaS: Blockchain Based ID As a Service , 2018, IEEE Access.

[28]  Audun Jøsang,et al.  A survey of trust and reputation systems for online service provision , 2007, Decis. Support Syst..

[29]  Elpiniki I. Papageorgiou,et al.  Artificial Life Environment Modeled by Dynamic Fuzzy Cognitive Maps , 2018, IEEE Transactions on Cognitive and Developmental Systems.

[30]  Jingzhi Guo,et al.  Uninterruptible Play in Virtual Node-based Virtual Worlds , 2018, MMVE@MMSys.

[31]  Muttukrishnan Rajarajan,et al.  A survey on security issues and solutions at different layers of Cloud computing , 2012, The Journal of Supercomputing.

[32]  Kim J. L. Nevelsteen Virtual world, defined from a technological perspective and applied to video games, mixed reality, and the Metaverse , 2015, Comput. Animat. Virtual Worlds.

[33]  Daniel A. Guttentag Virtual reality: Applications and implications for tourism , 2010 .

[34]  Heyder Paez-Logreira,et al.  Evaluating Learnability in a 3D Heritage Tour , 2017, PRESENCE: Teleoperators and Virtual Environments.

[35]  Christian Wolf,et al.  Interactive example-based terrain authoring with conditional generative adversarial networks , 2017, ACM Trans. Graph..

[36]  Morteza Amini,et al.  Purpose-Based Privacy Preserving Access Control for Secure Service Provision and Composition , 2019, IEEE Transactions on Services Computing.

[37]  Antoine Beugnard,et al.  Synchronization medium: a consistency maintenance component for mobile multiplayer games , 2007, NetGames '07.

[38]  Claudio E. Palazzi,et al.  Optimal configuration of active and backup servers for augmented reality cooperative games , 2018, Concurr. Comput. Pract. Exp..

[39]  Jingzhi Guo,et al.  Virtual Net: a Decentralized Architecture for Interaction in Mobile Virtual Worlds , 2018, Wirel. Commun. Mob. Comput..

[40]  Laura Ricci,et al.  Integration of P2P and Clouds to support Massively Multiuser Virtual Environments , 2010, 2010 9th Annual Workshop on Network and Systems Support for Games.

[41]  Mark Srite,et al.  Does "Being There" Matter? The Impact of Web-Based and Virtual World's Shopping Experiences on Consumer Purchase Attitudes , 2019, Inf. Manag..

[42]  Laura Ricci,et al.  Integrating centralized and peer‐to‐peer architectures to support interest management in massively multiplayer on‐line games , 2015, Concurr. Comput. Pract. Exp..

[43]  Zhiguo Gong,et al.  Measuring virtual wealth in virtual worlds , 2011, Inf. Technol. Manag..

[44]  Rajkumar Buyya,et al.  Mobile code offloading: from concept to practice and beyond , 2015, IEEE Communications Magazine.

[45]  RahayuWenny,et al.  Mobile cloud computing , 2013 .

[46]  Klaus Wehrle,et al.  Practical Data Compliance for Cloud Storage , 2017, 2017 IEEE International Conference on Cloud Engineering (IC2E).

[47]  Laura Ricci,et al.  Flexible load distribution for hybrid distributed virtual environments , 2013, Future Gener. Comput. Syst..

[48]  Alec Wolman,et al.  MAUI: making smartphones last longer with code offload , 2010, MobiSys '10.

[49]  Haiying Shen,et al.  CloudFog: Leveraging Fog to Extend Cloud Gaming for Thin-Client MMOG with High Quality of Service , 2017, IEEE Transactions on Parallel and Distributed Systems.

[50]  Steve Benford,et al.  Where on-line meets on the streets: experiences with mobile mixed reality games , 2003, CHI '03.

[51]  Gwendal Simon,et al.  A survey of peer-to-peer overlay approaches for networked virtual environments , 2015, Peer-to-Peer Netw. Appl..

[52]  Huaqun Wang,et al.  Anonymous Data Sharing Scheme in Public Cloud and Its Application in E-Health Record , 2018, IEEE Access.

[53]  Mic Bowman,et al.  Scaling virtual worlds: Simulation requirements and challenges , 2010, Proceedings of the 2010 Winter Simulation Conference.

[54]  Wei Cai,et al.  Next Generation Mobile Cloud Gaming , 2013, 2013 IEEE Seventh International Symposium on Service-Oriented System Engineering.

[55]  Yves Roudier,et al.  Verifying remote data integrity in peer-to-peer data storage: A comprehensive survey of protocols , 2012, Peer Peer Netw. Appl..

[56]  Massimo Coppola,et al.  AOI‐cast in distributed virtual environments: an approach based on delay tolerant reverse compass routing , 2015, Concurr. Comput. Pract. Exp..

[57]  Aakash Gautam,et al.  Mirror Worlds: Examining the Affordances of a Next Generation Immersive Learning Environment , 2018 .

[58]  Richard F. Paige,et al.  A Novel Approach to the Detection of Cheating in Multiplayer Online Games , 2007, 12th IEEE International Conference on Engineering Complex Computer Systems (ICECCS 2007).

[59]  J. Wenny Rahayu,et al.  Mobile cloud computing: A survey , 2013, Future Gener. Comput. Syst..

[60]  Carina Girvan,et al.  What is a virtual world? Definition and classification , 2018 .

[61]  Martin Mauve,et al.  Local-lag and timewarp: providing consistency for replicated continuous applications , 2004, IEEE Transactions on Multimedia.

[62]  Ricardo Jiménez-Peris,et al.  Applying database replication to multi-player online games , 2006, NetGames '06.

[63]  Damianos Gavalas,et al.  Pervasive gaming: Status, trends and design principles , 2015, J. Netw. Comput. Appl..

[64]  Ralf Steinmetz,et al.  Bypassing the cloud: Peer-assisted event dissemination for augmented reality games , 2014, 14-th IEEE International Conference on Peer-to-Peer Computing.

[65]  Doug Terry,et al.  Replicated data consistency explained through baseball , 2013, CACM.

[66]  Manuel Díaz,et al.  On blockchain and its integration with IoT. Challenges and opportunities , 2018, Future Gener. Comput. Syst..

[67]  Robert J. Moore,et al.  "Alone together?": exploring the social dynamics of massively multiplayer online games , 2006, CHI.

[68]  M. Leenders,et al.  Ownership in the virtual world and the implications for long-term user innovation success , 2018, Technovation.

[69]  Sokol Kosta,et al.  To offload or not to offload? The bandwidth and energy costs of mobile cloud computing , 2013, 2013 Proceedings IEEE INFOCOM.

[70]  Jon Crowcroft,et al.  A survey and comparison of peer-to-peer overlay network schemes , 2005, IEEE Communications Surveys & Tutorials.

[71]  Matei Ripeanu,et al.  Cheating in Online Games: A Social Network Perspective , 2014, TOIT.

[72]  Gilbert L. Peterson,et al.  Consistency and fairness in real-time distributed virtual environments: Paradigms and relationships , 2017, J. Simulation.

[73]  Madjid Merabti,et al.  Hybrid Client-Server, Peer-to-Peer framework for MMOG , 2010, 2010 IEEE International Conference on Multimedia and Expo.

[74]  Nancy A. Lynch,et al.  Perspectives on the CAP Theorem , 2012, Computer.

[75]  César A. Collazos,et al.  Using pervasive games as learning tools in educational contexts: a systematic review , 2018, Int. J. Learn. Technol..

[76]  Angela Adrian,et al.  No one knows you are a dog: Identity and reputation in virtual worlds , 2008, Comput. Law Secur. Rev..

[77]  Malek Ben Salem,et al.  Fog Computing: Mitigating Insider Data Theft Attacks in the Cloud , 2012, 2012 IEEE Symposium on Security and Privacy Workshops.

[78]  Matteo Varvello,et al.  P2P Second Life: Experimental Validation Using Kad , 2009, IEEE INFOCOM 2009.

[79]  Bettina Kemme,et al.  Peer-to-peer architectures for massively multiplayer online games: A Survey , 2013, CSUR.

[80]  Jiguo Li,et al.  KSF-OABE: Outsourced Attribute-Based Encryption with Keyword Search Function for Cloud Storage , 2017, IEEE Transactions on Services Computing.

[81]  Michael Luck,et al.  Applying artificial intelligence to virtual reality: Intelligent virtual environments , 2000, Appl. Artif. Intell..

[82]  John David N. Dionisio,et al.  3D Virtual worlds and the metaverse: Current status and future possibilities , 2013, CSUR.

[83]  Roger Midtstraum,et al.  Protecting online games against cheating , 2006, NetGames '06.

[84]  Siani Pearson,et al.  Privacy Risk, Security, Accountability in the Cloud , 2013, 2013 IEEE 5th International Conference on Cloud Computing Technology and Science.

[85]  Kazuma Matsumoto,et al.  A Collusion-Resilient Hybrid P2P Framework for Massively Multiplayer Online Games , 2017, 2017 IEEE 41st Annual Computer Software and Applications Conference (COMPSAC).

[86]  Behnoosh Hariri,et al.  A Dynamic Networking Substrate for Distributed MMOGs , 2015, IEEE Transactions on Emerging Topics in Computing.

[87]  Herman Arnold Engelbrecht,et al.  A Survey of State Persistency in Peer-to-Peer Massively Multiplayer Online Games , 2012, IEEE Transactions on Parallel and Distributed Systems.

[88]  Jauvane Cavalcante de Oliveira,et al.  A hybrid P2P communications architecture for zonal MMOGs , 2009, Multimedia Tools and Applications.

[89]  Clark Verbrugge,et al.  A peer auditing scheme for cheat elimination in MMOGs , 2008, NETGAMES.

[90]  Charles Krasic,et al.  Scaling online games with adaptive interest management in the cloud , 2010, 2010 9th Annual Workshop on Network and Systems Support for Games.

[91]  Hareton K. N. Leung,et al.  Evaluating the credibility of cloud services , 2017, Comput. Electr. Eng..

[92]  Honghui Lu,et al.  Peer-to-peer support for massively multiplayer games , 2004, IEEE INFOCOM 2004.

[93]  Eleni Stroulia,et al.  Virtual worlds - past, present, and future: New directions in social computing , 2009, Decis. Support Syst..

[94]  Julian Togelius,et al.  Procedural Content Generation via Machine Learning (PCGML) , 2017, IEEE Transactions on Games.

[95]  Ali Nahvi,et al.  Design and implementation of an intelligent virtual environment for improving speaking and listening skills , 2016, Interact. Learn. Environ..

[96]  Wei Cai,et al.  A Cloudlet-Assisted Multiplayer Cloud Gaming System , 2014, Mob. Networks Appl..

[97]  Herman Arnold Engelbrecht,et al.  Pithos: Distributed Storage for Massive Multi-User Virtual Environments , 2017, ACM Trans. Multim. Comput. Commun. Appl..

[98]  Jeongmin Kim,et al.  Design of user-centric semantic rights model for validation of user-generated content , 2016, Cluster Computing.

[99]  Ravi Sarathy,et al.  Strategic and Ethical Considerations in Managing Digital Privacy , 2003 .

[100]  Jingzhi Guo,et al.  Cost optimization in persistent virtual world design , 2018, Inf. Technol. Manag..

[101]  Siani Pearson,et al.  Strong Accountability and Its Contribution to Trustworthy Data Handling in the Information Society , 2017, IFIPTM.

[102]  Vladimir M. Petrović,et al.  Artificial Intelligence and Virtual Worlds – Toward Human-Level AI Agents , 2018, IEEE Access.

[103]  Zhen Wang,et al.  Blockchain for digital rights management , 2018, Future Gener. Comput. Syst..

[104]  Mary C. Whitton,et al.  A Survey of Presence and Related Concepts , 2017, ACM Comput. Surv..

[105]  Chonho Lee,et al.  A survey of mobile cloud computing: architecture, applications, and approaches , 2013, Wirel. Commun. Mob. Comput..

[106]  Kaiwen Zhang,et al.  Transaction Models for Massively Multiplayer Online Games , 2011, 2011 IEEE 30th International Symposium on Reliable Distributed Systems.