Title: Traffic Analysis of Avatars in Second Life
1Traffic Analysis of Avatars in Second Life
- James Kinicki and Mark Claypool
Computer Science Department Worcester Polytechnic
Institute Worcester, Massachusetts, USA
http//www.cs.wpi.edu/claypool/papers/second-life
/
2Introduction Online Virtual Worlds
- Users interact with world and other users via
avatar - For both business and leisure
- Walt Disney to Wells Fargo creating new virtual
worlds - Second Life most well-known virtual world today
- Over 12 million users
- Over 950 thousand having logged in in the past
month
- Online Games
- Forms of interaction are limited to gameplay
interactions - Static, preexisting environments
- Low bitrate requirements (small, frequent packets)
- Virtual Worlds
- Flexible forms of interaction with emergent user
behavior - Dynamic environments - users add objects, media
- Significantly higher bitrates
What is the turbulence for virtual worlds?
3Research Questions
- Are results from previous experiments (Fernandes
et al., NOSSDAV 2007 6) reproducible? - Does turbulence of Second Life vary with number
of objects and avatars in zone? - What is turbulence for teleportation?
- How does turbulence of Second Life compare with
online games?
4Outline
- Introduction (done)
- Methodology (next)
- Analysis
- Conclusions
5Methodology
- Determine avatar actions to study
- Select Second Life zones to visit
- Setup measurement environment
- Gather data
- Analyze results
6Methodology - Avatar Actions
- Teleporting - user selects new zone on map and
teleports avatar, standing after arrival - Standing - avatar remains still (no movement of
mouse or keyboard) - Walking - avatar moves in straight line across
single zone at constant speed - Flying - avatar flies in circle around the edge
of single zone at constant speed
7Methodology - Zones
- Hypothesis is that both objects and avatars
affect the Second Life network traffic ? find
four zones - sparse and deserted
- dense and deserted
- dense and crowded
- sparse and crowded (but this one tough)
8Methodology - Measurement Environment
- PC w/Windows XP pro on a 2.8 GHz P4 with 1 GB of
RAM - Second Life v 1.18.2
- Residential broadband connection
- Based on 6, not a bottleneck
- Cable modem (4.5 Mb/s down, 1 Mb/s up)
- Wireshark
- Capture all traffic to/from Second Life servers
9Methodology - Data Gathering
- Since single server handles one zone,
- not actually leave zone as avatar moves
- Flying goes in a circle
- Walking goes in a line, can cross zone in about
30 seconds - Teleport waits until all objects rendered
- Deserted have no other avatars
- Dense, crowded between 90 and 100 people
- Streaming media was turned off
10Outline
- Introduction (done)
- Methodology (done)
- Analysis (next)
- Conclusions
11Analysis - Bandwidth
- Zone
- Dense, crowded requires more than sparse and
deserted zones - Upstream/Downstream
- Up 10x less than down
- Fewer correlations (zone, action)
- (down for rest of analysis)
- Action
- Walking, flying require more (8x) than standing
- Flying requires only slightly more than walking
- Teleportation requires similar to flying
12Analysis Packet Size
- Action
- Standing smallest
- Walking and flying larger
- Teleport always moderately large
- Zone
- Dense and crowded both larger
- Sparse and deserted small
13Analysis Inter Packet Time
- Frequent packets, regardless of zone or action
- Half the packets arrive back-to-back.
- Highest rate for teleporting
14Comparison to Online Games
- Second Life turbulence far greater than online
games - Bandwidth use 10x-100x
- Packet sizes 15x-20x
- Packets sent 3x-20x
- Large turbulence suggests meeting QoS over wide
range of networks could be a challenge
15Conclusions
- Previous results (Ferdandes et al. 6) somewhat
reproducible - Yes, zone and avatar affect Second Life
turbulence - No, magnitude of bandwidth different
- ? Suggests further study needed before models
- Turbulence impacted by objects and avatars
- Dense, crowded 10x bwidth and psize of sparse,
deserted - Dense, deserted 2x bwidth and psize of sparse,
deserted - ? Suggests avatars plays larger role than objects
- Teleport most turbulence for all zones
- Second Life more turbulence than online games
(10x) - Bandwidth results
- Help users in broadband selection choices
- Help ISPs and virtual world server hosting
w/capacity planning - Packet results
- Used for classification and simulation
16Future Work
- Private zone w/full control over access
- Control exact number of objects and avatars
- Caching, in conjunction with motion
- Quality of Service requirements
- May be similar to third-person online games (or
not)
17- Worcester, Massachusetts, USA
- October 21-22, 2008
- http//netgames2008.cs.wpi.edu/
- Game related topics in Networks and Systems
- (Like a NOSSDAV for games!)
- Papers due June 15th!
18Traffic Analysis of Avatars in Second Life
- James Kinicki and Mark Claypool
Computer Science Department Worcester Polytechnic
Institute Worcester, Massachusetts, USA
http//www.cs.wpi.edu/claypool/papers/second-life
/