A hierarchical model is formed when several smaller models are joined together as one object, connecting together in a hierarchy, with one of the smaller models taking up the zero axis position in model space of the new, combined model.
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The most popular model for modern MMOs is the shard model - small clusters of servers, each running a separate copy of the world, and each world mostly static. To have a truly dynamic world, with content galore, and experience without end, you need a different model. You need a single world, spread across countless servers...
In less than 20 years, the service economy is being replaced with a new model, the 'Experience Economy', a model in which, whilst there is still a place for services, they are not the main act of the economy. Instead, what is is the provision of experiences, memes, sensory indulgances, and a deeply personal and individual type of service.
Usually when we think of sensory input channels - sight, sound, touch, taste, smell, balance - we think of the traditional hierarchical order, under the brain. It seems that that hierarchy is not as cut and dried as we once thought, with interesting implications for virtual worlds.
Scientists at the University of Calgary have created the world?s first complete object-oriented computer model of a human body. Far superior to a series of slides, or a textbook, the model is codenamed CAVEman. CAVEman is four-dimensional, as opposed to three, because he can move, as opposed to being static. He can interact with those studying him.
At the time of publication, it was the best book on the subject of networking real-time, multiple user, persistent environments. Although it is still on the market today, the problem is, it is almost hopelessly dated, still insisting on a hierarchical architecture, which was perfect at the time, but just cannot cope with large worlds today.
The virtual worlds of today are essentially hierarchical systems. A small number of servers which hold the data for the worlds, and an innumerable number of client connections, largely untrusted. This resource, half article/half rant, looks at the virtual worlds of tomorrow; at distributed systems, and world browsers.
Using the LARP model as an example, this article offers three paradigms for advertising your world, along with a detailed analysis of the benefits and the likelihood of attraction.
Joe 90 was a 1968 Supermarionation creation of Gerry and Sylvia Anderson. Basically the same people who made Thunderbirds, using the same puppetry and radio controlled model technology. It was also the last supermarionation production.
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Nanoelectromechanical systems (NEMS) devices have the potential to revolutionize the world of sensors: motion, chemical, temperature, etc. But taking electromechanical devices from the micro scale down to the nano requires finding a means t...
A Chinese semantic network with semantic (argument structure) annotation was built and investigated for finding its global statistical properties. The results show that semantic network is also small-world and scale-free but it is different...
We see, hear and feel, and make sense of countless diverse, quickly changing stimuli in our environment seemingly without effort. However, doing what our brains do with ease is often an impossible task for computers. Researchers at the Leip...
(Press Release) Simthetiq Inc, 3d content provider for the simulation and serious game industry is releasing a free visual real-time 3d model, the Leopard C2A1 MEXAS, for all developers.
Simthetiq Inc. gives access to a real...
A proposed "Living Earth Simulator" will mine economic, environmental and health data to use "reality modeling" to create a model of the entire planet in real time by 2022, with "situation rooms" in which global leaders can view and m...