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A network of drone cameras can be deployed to cover live events, such as high-action sports game played on a large field, but managing networked drone cameras in real-time is challenging. Distributed approaches yield suboptimal solutions from lack of coordination but coordination with a centralized controller incurs round-trip latencies of several hundreds of milliseconds over a wireless channel....
Video streaming is one of the most popular and highest bandwidth consumers within the Internet today. Cloud's elastic and pay-per-use model offers viable solution to varying demands of heterogeneous viewers for large-scale video providers. Video providers are heavily exploiting cloud's elastic nature to cater the scalability and heterogeneity of video steaming related tasks. For instance, Netflix...
The thin-client approach for gaming is becoming more popular. For instance, Nvidia Shield, Valve Steam and Shinra technologies have offerings based on the concept. In remote cloud gaming, the game is being executed and processed in the cloud while the user receives a video and audio stream of the game, in a very similar way as with remote desktop clients. At the same time, clouds are moving towards...
We present Robot Devastation, a multiplayer augmented reality game using low-cost robots. Players can assemble their low-cost robotic platforms and connect them to the central server, commanding them through their home PCs. Several low-cost platforms were developed and tested inside the game.
With the fast development of the GPU server technology, cloud gaming has become popular in recent years. Unlike the traditional desktop gaming where the graphic rendering is performed locally using the user's personal graphics card, cloud gaming runs multiple games to support many users at the same time in the data center where most of the rendering jobs are done in the remote GPU cluster. The rendered...
Cloud gaming (CG) has grown to become a serious industry in recent years. In CG the game logic is executed on the cloud and the rendered game frames are streamed to the player's device. However, the relative high bandwidth requirement of CG is still one of its main challenges. In this paper, we propose a comprehensive object-based framework using the player's visual attention which significantly reduces...
This paper reports on activities in Study Group 12 of the International Telecommunication Union (ITU-T SG12) to define a new Recommendation on subjective evaluation methods for gaming Quality of Experience (QoE). It first resumes the structure and content of the current draft which has been proposed to ITU-T SG12 in September 2014 and then critically discusses potential gaming content and evaluation...
Advances in cloud computing have enabled cloud gaming systems. In those systems, game logic and rendering is processed remotely in a cloud server and audio and video outputs are streamed to a thin client with limited computing capabilities, such as mobile phones, low-powered computers or even smart TVs. There are still many challenges involved in the task of providing cloud games, especially when...
Like Internet sweeping the world 20 years ago, cloud gaming, today, is gaining in popularity with unimaginable speed. However, many technical issues must be solved through its exploring process. Among all of these problems, bandwidth limitation and support for multi-client concurrent access become the bottleneck for further development of cloud gaming. Cloud gaming is based on real-time audio and...
There are still many technical challenges to provide a better user's experience in the field of cloud-based gaming service. We focus on an adaptive streaming technology in this paper. We describe the implementation of platform for cloud-based gaming service, delivering virtualized gaming contents adaptively according to variations of available network bandwidth. And we show the measured latency according...
Today, mobile devices like smartphones and tablets are becoming more powerful and exhibit enhanced 3D graphics performance. However, the overall computing power of these devices is still limited regarding usage scenarios like photo-realistic gaming, enabling an immersive virtual reality experience or real-time processing and visualization of big data. To overcome these limitations application streaming...
Cloud based games have significantly larger network bandwidth requirements when compared with traditional online games (up to two orders of magnitude). Differences in transmission characteristics can be observed not only between various cloud gaming platforms, but also between different games played on the same platform. As the differences between games on the same platform can be very high (up to...
As the popularity of smart phones and tablets, users have an increasing desire to enjoy ubiquitous game playing. The emerging cloud gaming turns this desire into reality, enabling users to play games at anywhere on any devices. However, due to the huge amount of data transmission, it is challenging to provide a high quality game experience under the limited bandwidth capacity. In this paper, we propose...
In recent years, cloud computing services have been increasing in greater pace. High penetration rate of mobile devices and resource limited devices escalate the demand for cloud services further [1], [2]. Even though the cloud industry continues to grow exponentially, the cloud gaming service has been left behind due to the limitations in today's technology. There are three well known reasons for...
Mobile cloud gaming provides a whole new service model for the video game industry to overcome the intrinsic restrictions of mobile devices and piracy issues. However, the diversity of end-user devices and frequent changes in network quality of service and cloud responses result in unstable Quality of Experience (QoE) for game players. A cognitive cloud gaming platform, which could overcome the above...
Video games are considered as a major arena of popular entertainment. They can include immersive actions, high visuals and hair-trigger responsiveness requiring devices with high performance e.g. console and dedicated PCs. With the arrival of cloud gaming, games can be hosted in a centralize server and access through the internet by thin client with modest capabilities. Cloud computing in game context...
Video multicast over wireless networks suffers from both heterogeneous packet loss resulting from different channel conditions and user capacity heterogeneity in screen resolution and mobile device battery life. To solve resource scheduling problem in video multicasting in heterogeneous network, an Asymmetric Nash Bargaining Game model in layered hybrid FEC/ARQ for scalable video multicast is proposed...
Mobile cloud-based video gaming (MCVG) is an emerging trend in moving the online entertainment industry into the cloud era. In MCVG, the game engines are hosted in the cloud, and the rendered gaming videos are transmitted over wireless networks to the mobile devices. In reverse, game players' interactions on screens are sent to the cloud server over the same networks. How to compress and transmit...
The growth in network bitrates and server-based processing has provided a renewed opportunity for thin client games, where the server does heavy-weight computations, sending only the visual game frames to the client, and the client displays frames, sending only the user actions to the server. Understanding the traffic characteristics of thin client games is important for building traffic models and...
Datacenters can be used to host large-scale video streaming services with better operational efficiency, as the multiplexing achieved by virtualization technologies allows different videos to share resources at the same physical server. Live migration of videos from servers that are overloaded to those that are under-utilized may be a solution to handle a flash crowd of requests, in the form of virtual...
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