Apologies for multiple postings.
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CALL FOR PAPERS
The 1st International Workshop on
Concepts of Massively Multiuser Virtual Environments (CoMMVE)
at the 16th ITG/GI Kommunikation in verteilten Systemen 2009
March 5th or 6th, 2009
Kassel, Germany
http://www.peers-at-play.org/CoMMVE09/
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Massively multiuser virtual environments (MMVEs) allow a large number of
users all over the world to experience a shared virtual 3D world and to
interact in it with each others. While commercial MMVEs like World of
Warcraft, Second Life, or Sony Home already exist, there are still a
large number of open issues and important research questions that must
be addressed in order to realize truly massive environments, both in
terms of the size of the environment as well as the number of its
concurrent users. The ultimate goal of this development is a worldwide
system that spans whole virtual planets with many millions of users. To
achieve this, systems must be developed that are - at the same time -
extremely scalable, highly interactive, secure and reliable. They must
support a consistent view of the environment for all users. Updates to
the environment, both its infrastructure as well as its content, must be
applied at runtime. The operation and further development of systems
must be cost-effective and profitable, thus stimulating investment in them.
Existing MMVEs are based on mostly static, fixed infrastructures, in
which predefined server clusters are preassigned to different functions
for operating the MMVE. Such systems are currently able to support
thousands of concurrent users. This requires the system's operator to
provide all necessary resources, like compute power, memory and network
bandwidth. To become truly massive, future systems must be made much
more flexible and must build on self-organising, adaptive systems. One
promising approach is the use of peer-to-peer architectures, because a
substatial amount of the necessary hardware resources are contributed by
the users themselves. Thus the amount of resources in the system grows
with the number of users. While peer-to-peer technology is already being
used sucessfully today in many applications, e.g. for Internet telephony
and the distribution of software updates, its applicability in highly
interactive and distributed virtual 3D environments is still challenging
and comprises numerous research and engineering challenges.
The goal of this workshop is to gather researchers and practitioners in
the area of MMVEs under one roof to discuss their findings, identify
future research areas, incite collaborations, and move the state of the
art forward.
Topics
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The workshop addresses the following topics related to building,
operating, and using MMVEs:
1. Basic networking support, e.g. peer to peer networking for MMVEs,
2. MMVE hosting and software as a service (SAAS),
3. Bandwidth restricted (mobile) end user devices,
4. Self-organization and adaptation,
5. Placement and relocation strategies,
6. Scalability,
7. Interactivity,
8. Consistency,
9. Reliability and persistency,
10. Security and privacy,
11. Interoperability and integration of virtual environments,
12. User generated content,
13. Updating and content streaming, e.g. 3D streaming,
14. Evaluations and case studies of existing systems,
15. Development support and middleware platforms.
Submission Guidelines
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Paper submissions must cover one of the topics listed above, or a
closely-related one. We will prioritize experience papers describing
lessons learnt from built systems, including information about
approaches that did and did not work, unexpected results, common
abstractions, and metrics for evaluating distributed virtual environment
distribution approaches. One of the key issues to debate is the
underlying structure of distributed virtual environment systems, which
includes different possible configurations such as peer-to-peer,
central-server-based, and hybrid models.
Submitted papers should be about 10-12 pages long (corresponds to
approx. 6-8 pages IEEE), use the ECEASST format and must be blinded (see
the workshop web page for more info). Research papers must be original
prior unpublished work and not under review elsewhere. All submissions
will be peer-reviewed (double blind) and selected based on their
originality, merit, and relevance to the workshop. All accepted papers
must be presented at the workshop and will be published in the
Open-Access Journal "Electronic Communications of the EASST" (ECEASST)
(http://eceasst.cs.tu-berlin.de/index.php/eceasst).
If you have any questions, please email us at co...@pe....
Important Dates
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Paper Registration Deadline: November 6, 2008 (extended)
Paper Submission Deadline: November 10, 2008 (extended)
Acceptance Notification: November 30, 2008
Camera Ready Version: December 27, 2008
Workshop Date: March 5 or 6, 2009
Organizers
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* Gregor Schiele, University of Mannheim, Germany
* Arno Wacker, University of Duisburg-Essen, Germany
* Jörg Hähner, University of Hannover, Germany
Program Committee
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* Christian Becker, Uni Mannheim, Germany
* Sonja Buchegger, Deutsche Telekom Labs, Germany
* Georg Carle, Uni Tübingen, Germany
* Wolfgang Effelsberg, Uni Mannheim, Germany
* Shun-Yun Hu, National Central University, Taiwan
* Aleksandra Kovacevic, TU Darmstadt, Germany
* Martin Mauve, Uni Düsseldorf, Germany
* Kurt Rothermel, Uni Stuttgart, Germany
* Jérôme Royan, Orange Labs, France
* Jochen Schiller, FU Berlin, Germany
* Peter Sturm, Uni Trier, Germany
* Pedro Morillo Tena, University of Valencia, Spain
* Klaus Wehrle, RWTH Aachen, Germany
* Torben Weis, Uni Duisburg-Essen, Germany
* Daniel Weiskopf, Uni Stuttgart, Germany
* Oliver Wellnitz, TU Braunschweig, Germany
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