We collected mobility traces of 84,208 avatars spanning 22 regions over two months in Second Life, a popular networked virtual environment. We analyzed the traces to characterize the dynamics of the avatars mobility and behavior, both temporally and spatially. We discuss the implications of the our findings to the design o f peer-to-peer networked virtual environments, interest management, mobility modeling of avatars, server load balancing and zone partitioning, client-side caching, and prefetching.
Most recently, La and Pietro have independently conducted a similar study on mobility in Second Life @cite_17 . Their study, however, focuses on metrics relevant to mobile communications, such as graph theoretic properties of line-of-sight networks formed by the avatars, travel length and time of avatars, and contact opportunities among avatars. Their goal is to use the mobility traces of avatars to model human mobility for applications related to wireless and delay-tolerant networks. On the other hand, we focus on metrics that are of interest to systems design of NVEs.
@cite_17
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In this work we present a measurement study of user mobility in Second Life. We first discuss different techniques to collect user traces and then focus on results obtained using a crawler that we built. Tempted by the question whether our methodology could provide similar results to those obtained in real-world experiments, we study the statistical distribution of user contacts and show that from a qualitative point of view user mobility in Second Life presents similar traits to those of real humans. We further push our analysis to line of sight networks that emerge from user interaction and show that they are highly clustered. Lastly, we focus on the spatial properties of user movements and observe that users in Second Life revolve around several point of interests traveling in general short distances. Besides our findings, the traces collected in this work can be very useful for trace-driven simulations of communication schemes in delay tolerant networks and their performance evaluation. With the rising interest in personalized VR and gaming experiences comes the need to create high quality 3D avatars that are both low-cost and variegated. Due to this, building dynamic avatars from a single unconstrained input image is becoming a popular application. While previous techniques that attempt this require multiple input images or rely on transferring dynamic facial appearance from a source actor, we are able to do so using only one 2D input image without any form of transfer from a source image. We achieve this using a new conditional Generative Adversarial Network design that allows fine-scale manipulation of any facial input image into a new expression while preserving its identity. Our photoreal avatar GAN (paGAN) can also synthesize the unseen mouth interior and control the eye-gaze direction of the output, as well as produce the final image from a novel viewpoint. The method is even capable of generating fully-controllable temporally stable video sequences, despite not using temporal information during training. After training, we can use our network to produce dynamic image-based avatars that are controllable on mobile devices in real time. To do this, we compute a fixed set of output images that correspond to key blendshapes, from which we extract textures in UV space. Using a subject's expression blendshapes at run-time, we can linearly blend these key textures together to achieve the desired appearance. Furthermore, we can use the mouth interior and eye textures produced by our network to synthesize on-the-fly avatar animations for those regions. Our work produces state-of-the-art quality image and video synthesis, and is the first to our knowledge that is able to generate a dynamically textured avatar with a mouth interior, all from a single image. Multiple identity systems involve a physical self and a set of virtual identities.An 8-item model of avatar functions within a multiple identity system was identified.The vast majority of participants noted all or most functions in their interviews.The combined physical and virtual selves form a wider system of personality. Prior research has shown that approximately 50 of active participants in the 3D virtual world of Second Life have one or more secondary avatars or "alts" in addition to their primary avatar. Thus, these individuals are operating a "multiple or poly-identity system" composed of a physical self, a primary avatar, and one or more alts. However, little is known about the functions these virtual identities serve for the virtual-world user. The current study involved qualitative analysis of semistructured interviews with Second Life participants (N=24) who had a primary avatar and at least one alt. Interviews were coded to examine the functions that primary avatars and alts served. Eight functions-seven suggested by previous research on virtual world identity and one that emerged from analyses-were reflected in a large majority of the transcribed interviews and are described in the article. The current findings add to our understanding of how multifaceted identity systems operate, as more individuals augment their physical self with a set of virtual identities. Rendering the user's body in virtual reality increases immersion and presence the illusion of "being there". Recent technology enables determining the pose and position of the hands to render them accordingly while interacting within the virtual environment. Virtual reality applications often use realistic male or female hands, mimic robotic hands, or cartoon hands. However, it is unclear how users perceive different hand styles. We conducted a study with 14 male and 14 female participants in virtual reality to investigate the effect of gender on the perception of six different hands. Quantitative and qualitative results show that women perceive lower levels of presence while using male avatar hands and male perceive lower levels of presence using non-human avatar hands. While women dislike male hands, men accept and feel presence with avatar hands of both genders. Our results highlight the importance of considering the users' diversity when designing virtual reality experiences. The routing performance of delay tolerant networks (DTN) is highly correlated with the distribution of inter-contact times (ICT), the time period between two successive contacts of the same two mobile nodes. As humans are often carriers of mobile communication devices, studying the patterns of human mobility is an essential tool to understand the performance of DTN protocols. From measurement studies of human contact behaviors, we find that their distributions closely resemble a form of power-law distributions called truncated Pareto. Human walk traces has a dichotomy distribution pattern of ICT; it has a power-law tendency up to some time, and decays exponentially after that time. Truncated Pareto distributions offer a simple yet cohesive mathematical model to express this dichotomy in the measured data. Using the residual and relaxation time theory [17] [4], we apply truncated Pareto distributions to quantify the performance of opportunistic routing in DTN. We further show that Truncated Levy walk (TLW) mobility model [22] commonly used in biology to describe the foraging patterns of animals [25], provide the same truncated power-law ICT distributions as observed from the empirical data, especially when mobility is confined within a finite area. This result confirms our recent finding that human walks contain similar statistical characteristics as Levy walks [22]. Delay Tolerant Networks (DTN) are networks of self-organizing wireless nodes, where end-to-end connectivity is intermittent. In these networks, forwarding decisions are generally made using locally collected knowledge about node behavior (e.g., past contacts between nodes) to predict future contact opportunities. The use of complex network analysis has been recently suggested to perform this prediction task and improve the performance of DTN routing. Contacts seen in the past are aggregated to a social graph, and a variety of metrics (e.g., centrality and similarity) or algorithms (e.g., community detection) have been proposed to assess the utility of a node to deliver a content or bring it closer to the destination. In this paper, we argue that it is not so much the choice or sophistication of social metrics and algorithms that bears the most weight on performance, but rather the mapping from the mobility process generating contacts to the aggregated social graph. We first study two well-known DTN routing algorithms - SimBet and BubbleRap - that rely on such complex network analysis, and show that their performance heavily depends on how the mapping (contact aggregation) is performed. What is more, for a range of synthetic mobility models and real traces, we show that improved performances (up to a factor of 4 in terms of delivery ratio) are consistently achieved for a relatively narrow range of aggregation levels only, where the aggregated graph most closely reflects the underlying mobility structure. To this end, we propose an online algorithm that uses concepts from unsupervised learning and spectral graph theory to infer this 'correct' graph structure; this algorithm allows each node to locally identify and adjust to the optimal operating point, and achieves good performance in all scenarios considered. Mobile devices carried by people form dynamic networks. Understanding the social structures within the human mobility traces captured from the mobile devices help us to design more efficient message dissemination schemes. People who are in multiple communities are good message carriers. Thus, the ability to identify the different communities efficiently from the various communication traces e.g. contact traces from users' mobile devices is important. In this paper, using some human mobility traces from the real world, we first identify nodes that can play key roles using some social network metrics. Then, we investigate the usefulness of utilizing the keyrole nodes information in the design of multicast delivery schemes in human contact-based networks. Our results indicate that using such information can achieve similar delivery performance as the multi-copy epidemic scheme but at a much smaller communication cost. Inter-contact time between moving vehicles is one of the key metrics in vehicular ad hoc networks (VANETs) and central to forwarding algorithms and the end-to-end delay. Due to prohibitive costs, little work has conducted experimental study on inter-contact time in urban vehicular environments. In this paper, we carry out an extensive experiment involving thousands of operational taxies in Shanghai city. Studying the taxi trace data on the frequency and duration of transfer opportunities between taxies, we observe that the tail distribution of the inter-contact time, that is the time gap separating two contacts of the same pair of taxies, exhibits a light tail such as one of an exponential distribution, over a large range of timescale. This observation is in sharp contrast to recent empirical data studies based on human mobility, in which the distribution of the inter-contact time obeys a power law. By performing a least squares fit, we establish an exponential model that can accurately depict the tail behavior of the inter-contact time in VANETs. Our results thus provide fundamental guidelines on design of new vehicular mobility models in urban scenarios, new data forwarding protocols and their performance analysis. In this paper, we analyze the mobility patterns of users of wireless hand-held PDAs in a campus wireless network using an eleven week trace of wireless network activity. Our study has two goals. First, we characterize the high-level mobility and access patterns of hand-held PDA users and compare these characteristics to previous workload mobility studies focused on laptop users. Second, we develop two wireless network topology models for use in wireless mobility studies: an evolutionary topology model based on user proximity and a campus waypoint model that serves as a trace-based complement to the random waypoint model. We use our evolutionary topology model as a case study for preliminary evaluation of three ad hoc routing algorithms on the network topologies created by the access and mobility patterns of users of modern wireless PDAs. Based upon the mobility characteristics of our trace-based campus waypoint model, we find that commonly parameterized synthetic mobility models have overly aggressive mobility characteristics for scenarios where user movement is limited to walking. Mobility characteristics based on realistic models can have significant implications for evaluating systems designed for mobility. When evaluated using our evolutionary topology model, for example, popular ad hoc routing protocols were very successful at adapting to user mobility, and user mobility was not a key factor in their performance. Given a mobility pattern that entails intermittent wireless ad hoc connectivity, what is the best message delivery ratio and latency that can be achieved for a delay-tolerant routing protocol? We address this question by introducing a general scheme for deriving the routing latency distribution for a given mobility trace. Prior work on determining latency distributions has focused on models where the node mobility is characterised by independent contacts between nodes. We demonstrate through simulations with synthetic and real data traces that such models fail to predict the routing latency for cases with heterogeneous and correlated mobility. We demonstrate that our approach, which is based on characterising mobility through a colouring process, achieves a very good fit to simulated results also for such complex mobility patterns. Pocket Switched Networks (PSN) make use of both human mobility and local global connectivity in order to transfer data between mobile users' devices. This falls under the Delay Tolerant Networking (DTN) space, focusing on the use of opportunistic networking. One key problem in PSN is in designing forwarding algorithms which cope with human mobility patterns. We present an experiment measuring forty-one humans' mobility at the Infocom 2005 conference. The results of this experiment are similar to our previous experiments in corporate and academic working environments, in exhibiting a power-law distrbution for the time between node contacts. We then discuss the implications of these results on the design of forwarding algorithms for PSN. The need for a network when there is no infrastructure is no longer limited to military and emergency applications; ad hoc networks can support private and public applications as well. Ad hoc networking has been a dynamically growing research area in recent years. In order to conduct informed and realistic design of forwarding policies and algorithms for mobile ad-hoc delay tolerant networks, it is important to gather appropriate real human mobility data. In this paper we study human mobility in a shopping mall environment. In such an environment, people using network devices such as mobile phones, PDA, etc. could be willing to communicate in a variety of ways, without the mediation of routing across the global Internet. The ultimate goal is to enable a multitude of users at any place in the shopping mall to access receive appropriate local information at any time. We discuss the implications of our results and make recommendations for the design of opportunistic forwarding algorithms for shopping mall environments. Portable devices have more data storage and increasing communication capabilities everyday. In addition to classic infrastructure based communication, these devices can exploit human mobility and opportunistic contacts to communicate. We analyze the characteristics of such opportunistic forwarding paths. We establish that opportunistic mobile networks in general are characterized by a small diameter, a destination device is reachable using only a small number of relays under tight delay constraint. This property is first demonstrated analytically on a family of mobile networks which follow a random graph process. We then establish a similar result empirically with four data sets capturing human mobility, using a new methodology to efficiently compute all the paths that impact the diameter of an opportunistic mobile networks. We complete our analysis of network diameter by studying the impact of intensity of contact rate and contact duration. This work is, to our knowledge, the first validation that the so called "small world" phenomenon applies very generally to opportunistic networking between mobile nodes. Most highly dynamic infrastructure-less networks have in common that the assumption of connectivity does not necessarily hold at a given instant. Still, communication routes can be available between any pair of nodes over time and space. These networks (variously called delay-tolerant, disruptive-tolerant, challenged) are naturally modeled as time-varying graphs (or evolving graphs), where the existence of an edge is a function of time. In this paper we study deterministic computations under unstructured mobility, that is when the edges of the graph appear infinitely often but without any (known) pattern. In particular, we focus on the problem of broadcasting with termination detection. We explore the problem with respect to three possible metrics: the date of message arrival (foremost), the time spent doing the broadcast (fastest), and the number of hops used by the broadcast (shortest). We prove that the solvability and complexity of this problem vary with the metric considered, as well as with the type of knowledge a priori available to the entities. These results draw a complete computability map for this problem when mobility is unstructured. We examine the fundamental properties that determine the basic performance metrics for opportunistic communications. We first consider the distribution of inter-contact times between mobile devices. Using a diverse set of measured mobility traces, we find as an invariant property that there is a characteristic time, order of half a day, beyond which the distribution decays exponentially. Up to this value, the distribution in many cases follows a power law, as shown in recent work. This powerlaw finding was previously used to support the hypothesis that inter-contact time has a power law tail, and that common mobility models are not adequate. However, we observe that the time scale of interest for opportunistic forwarding may be of the same order as the characteristic time, and thus the exponential tail is important. We further show that already simple models such as random walk and random way point can exhibit the same dichotomy in the distribution of inter-contact time ascin empirical traces. Finally, we perform an extensive analysis of several properties of human mobility patterns across several dimensions, and we present empirical evidence that the return time of a mobile device to its favorite location site may already explain the observed dichotomy. Our findings suggest that existing results on the performance of forwarding schemes basedon power-law tails might be overly pessimistic. Wireless local-area networks are becoming increasingly popular. They are commonplace on university campuses and inside corporations, and they have started to appear in public areas [17]. It is thus becoming increasingly important to understand user mobility patterns and network usage characteristics on wireless networks. Such an understanding would guide the design of applications geared toward mobile environments (e.g., pervasive computing applications), would help improve simulation tools by providing a more representative workload and better user mobility models, and could result in a more effective deployment of wireless network components.Several studies have recently been performed on wire-less university campus networks and public networks. In this paper, we complement previous research by presenting results from a four week trace collected in a large corporate environment. We study user mobility patterns and introduce new metrics to model user mobility. We also analyze user and load distribution across access points. We compare our results with those from previous studies to extract and explain several network usage and mobility characteristics.We find that average user transfer-rates follow a power law. Load is unevenly distributed across access points and is influenced more by which users are present than by the number of users. We model user mobility with persistence and prevalence. Persistence reflects session durations whereas prevalence reflects the frequency with which users visit various locations. We find that the probability distributions of both measures follow power laws. The analysis of social and technological networks has attracted a lot of attention as social networking applications and mobile sensing devices have given us a wealth of real data. Classic studies looked at analysing static or aggregated networks, i.e., networks that do not change over time or built as the results of aggregation of information over a certain period of time. Given the soaring collections of measurements related to very large, real network traces, researchers are quickly starting to realise that connections are inherently varying over time and exhibit more dimensionality than static analysis can capture. In this paper we propose new temporal distance metrics to quantify and compare the speed (delay) of information diffusion processes taking into account the evolution of a network from a local and global view. We show how these metrics are able to capture the temporal characteristics of time-varying graphs, such as delay, duration and time order of contacts (interactions), compared to the metrics used in the past on static graphs. As a proof of concept we apply these techniques to two classes of time-varying networks, namely connectivity of mobile devices and e-mail exchanges. We present a method that gets as input an audio of violin or piano playing, and outputs a video of skeleton predictions which are further used to animate an avatar. The key idea is to create an animation of an avatar that moves their hands similarly to how a pianist or violinist would do, just from audio. Notably, it's not clear if body movement can be predicted from music at all and our aim in this work is to explore this possibility. In this paper, we present the first result that shows that natural body dynamics can be predicted. We built an LSTM network that is trained on violin and piano recital videos uploaded to the Internet. The predicted points are applied onto a rigged avatar to create the animation. We present a novel method for high detail-preserving human avatar creation from monocular video. A parameterized body model is refined and optimized to maximally resemble subjects from a video showing them from all sides. Our avatars feature a natural face, hairstyle, clothes with garment wrinkles, and high-resolution texture. Our paper contributes facial landmark and shading-based human body shape refinement, a semantic texture prior, and a novel texture stitching strategy, resulting in the most sophisticated-looking human avatars obtained from a single video to date. Numerous results show the robustness and versatility of our method. A user study illustrates its superiority over the state-of-the-art in terms of identity preservation, level of detail, realism, and overall user preference. We present a complete pipeline for creating fully rigged, personalized 3D facial avatars from hand-held video. Our system faithfully recovers facial expression dynamics of the user by adapting a blendshape template to an image sequence of recorded expressions using an optimization that integrates feature tracking, optical flow, and shape from shading. Fine-scale details such as wrinkles are captured separately in normal maps and ambient occlusion maps. From this user- and expression-specific data, we learn a regressor for on-the-fly detail synthesis during animation to enhance the perceptual realism of the avatars. Our system demonstrates that the use of appropriate reconstruction priors yields compelling face rigs even with a minimalistic acquisition system and limited user assistance. This facilitates a range of new applications in computer animation and consumer-level online communication based on personalized avatars. We present realtime application demos to validate our method.