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| Content Provider | IEEE Xplore Digital Library |
|---|---|
| Author | Miller, J.L. Crowcroft, J. |
| Copyright Year | 2009 |
| Description | Author affiliation: Microsoft Research, Cambridge, United Kingdom (Miller, J.L.) || University of Cambridge Computer Laboratory, United Kingdom (Crowcroft, J.) |
| Abstract | Evaluating DVE topology management and message propagation schemes requires avatar movement models. Most models are based on reasoned assumptions rather than measured data, potentially biasing evaluation. We measured player movement in World of Warcraft battlegrounds, and compared our observations against common assumptions about player avatar movement and navigation. We found that when modeling a highly interactive DVE such as a battleground, a waypoint model is not sufficient to describe most avatar movement. We were surprised to find that despite game incentives for grouping, the majority of avatar movement between objectives is individual, not grouped. Finally, we found that a hotspot-based model for avatar movement is consistent with our traces. |
| Starting Page | 1 |
| Ending Page | 6 |
| File Size | 801239 |
| Page Count | 6 |
| File Format | |
| ISBN | 9781424456031 |
| e-ISBN | 9781424456055 |
| e-ISBN | 9781424456048 |
| DOI | 10.1109/NETGAMES.2009.5446226 |
| Language | English |
| Publisher | Institute of Electrical and Electronics Engineers, Inc. (IEEE) |
| Publisher Date | 2009-11-23 |
| Publisher Place | France |
| Access Restriction | Subscribed |
| Rights Holder | Institute of Electrical and Electronics Engineers, Inc. (IEEE) |
| Subject Keyword | World of Warcraft Military computing Navigation Virtual environment Avatars Laboratories Cities and towns Topology Motion measurement History Avatar Measurement Testing |
| Content Type | Text |
| Resource Type | Article |
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