We describe a case study on using the generic Lifecycle Model developed in the S-Cube project for a novel class of Real-time Online Interactive Applications (ROIA), which include distributed simulations (e.g. massively-multiplayer online games), e-learning and training. We describe how the Lifecycle Model supports application development by addressing the specific challenges of ROIA: a large number of concurrent users connected to a single application instance, frequent real-time user interactions, enforcement of Quality of Service (QoS) parameters, adaptivity to changing loads, and competition-oriented interaction between users, other actors, and services. We describe the implementation aspects of the application development and adaptation using the RTF (Real-Time Framework) middleware, and report experimental results for a sample online game application.
Using a Lifecycle Model for Developing and Executing Adaptable Interactive Distributed Applications
Kazhamiakin, Raman;Bucchiarone, Antonio
2010-01-01
Abstract
We describe a case study on using the generic Lifecycle Model developed in the S-Cube project for a novel class of Real-time Online Interactive Applications (ROIA), which include distributed simulations (e.g. massively-multiplayer online games), e-learning and training. We describe how the Lifecycle Model supports application development by addressing the specific challenges of ROIA: a large number of concurrent users connected to a single application instance, frequent real-time user interactions, enforcement of Quality of Service (QoS) parameters, adaptivity to changing loads, and competition-oriented interaction between users, other actors, and services. We describe the implementation aspects of the application development and adaptation using the RTF (Real-Time Framework) middleware, and report experimental results for a sample online game application.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.