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This paper studies the load balancing problem in distributed systems designed for massively multiplayer online role-playing games (MMORPGs). More concretely, we consider a distributed system of master-worker type in which each worker is associated with a particular region in the game field, and propose a scheme to balance the load of workers as much as possible. The basic idea of the proposed scheme...
We have developed a Shogi (Japanese Chess) support system on the Internet, called SAKURA. SAKURA provides an environment for Shogi with game and discussion support functions. It also has databases and interfaces with artificial intelligence to play shogi. The databases of SAKURA consist of a game record database and a position database. These databases have links to each other. As a result, information...
Content downloading from vehicles is becoming increasingly popular, but it also meets challenges due to the limited number of road-side units (RSUs) and the expensive cost of 3G/LTE downloads. Cooperative LTE + vehicle-to-vehicle (V2V) downloading schemes can significantly improve the efficiency and reduce costs. However, selfish users are motivated to minimize their own LTE downloading costs, so...
The concept of second screen became popular with the introduction of interactive TVs. In this context, while the user focuses on the TV screen, the exploration of additional content is possible through the use of a smartphone or tablet as a second screen. Lately, dynamic applications, e.g. video games, also started to use a second screen. Nintendo DS and Wii U are the game consoles that began to incorporate...
Game engines are used in the development of virtual reality applications. They enable developers to focus the virtual environment and spend less time on its creation. The relationship between interactivity and graphics performance offered by game engines has led researchers to explore these engines in multi-projection systems based on the CAVE, which aims to provide an immersive experience through...
High quality entropy data is a very useful asset for a large variety of applications, including computer security, simulations, and gaming. Not only is it important for this type of data to be indistinguishable from true randomness, it must also be possible to generate it in an efficient and scalable manner. Although entropy for local use can be easily obtained from various hardware sources, it does...
In this work, a heterogeneous cellular network with caching enabled at the small cell aggregators is analyzed. The caching technology is enabled to help offload some of the popular traffic requests onto the cache. In this framework, a network congestion game is formulated to study the evolution of traffic when every user as an independent decision maker decides its choice of communication, i.e, via...
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...
Subjective self-assessment is a frequently used method when it comes to Quality of Experience assessment in general. If correctly used a variety of scales can be applied to assess the quality of cloud gaming for different constructs such as experienced quality or flow. Besides self-assessment, physiological correlates are a promising method to measure the influence of cloud gaming quality on the player...
Resource allocation and management in Cloud Computing is a very complex task. This is mainly due to the scale of the cloud and the number of services deployed in it. Since cloud users and service providers are given access to supercomputerlevel resources, their effect over the cloud's overall performance is greater than ever. This raises multiple research questions related to the management and performance...
The 3D tele-immersion technique has brought a revolutionary change to human interaction-physically apart users can interact naturally with each other through body gesture in a shared 3D virtual environment. The scheme of cloud-or web-based applications on the other hand facilitates users without the need to equip with additional software or hardware. To realize "web-based" 3D immersion techniques,...
Denial of service (DoS) attacks have been around for a significant period of time and is exponentially growing in popularity. This paper discusses various DoS attacks and the evolution towards distributed denial of service (DDoS) attacks. An analysis of high profile attacks will be conducted to evaluate the methods used by the attackers. We will also describe the roles of enterprise, consumers, and...
Accurate malware detections on mobile devices such as smartphones require fast processing of a large number of data and thus cloud offloading can be used to improve the security performance of mobile devices with limited resources. The performance of malware detection with cloud offloading depends on the computation speed of the cloud, the population sharing the cloud resources and the bandwidth of...
We analyze the dynamics of advance reservation (AR) games: games in which customers compete for limited resources and can reserve resources for a fee. We introduce and analyze two different learning models. In the first model, called strategylearning, customers are informed of the strategy adopted in the previous iteration, while in the second model, called actionlearning, customers estimate the strategy...
This paper describes a demonstration of a novel architecture that frees service providers from having to design a direct connectivity mechanisms between end users. To confirm the applicability and validity of our proposed architecture, we assumed three use cases: machine-to-machine home security, content distribution service and real time network game services. The results of our implementation confirm...
Providing IP in today's fast moving technology industry means much more than just delivering RTL. All of ARM's partners are under pressure to produce increasingly advanced products to ever demanding consumers, whilst pressures on cost and timescales are also increasing. The complexities of advanced process nodes and increasing functionality compound the problem as our partners try to provide innovative...
Minecraft is a popular video game played worldwide, and is built simply enough to be used for network analysis and research. This paper describes an automated software agent created to simulate player traffic within the game. Realistic network traffic simulation was the goal that inspired the creation of our “Minecraft bot”: an automatic program or bot that could act in similar ways to a real player,...
MOOCs are disrupting educational technology by democratizing access to high quality courses offered by some of the most prestigious universities. However, due to low entry cost and multiple other factors, MOOCs suffer from low retention rates: making MOOCs more interactive and engaging is therefore an important goal. Educational games provide environments that mix both immersion and quick feedback...
In mobile cloud computing, offloading mobile applications to close remote servers appears as a straightforward solution to overcome mobile terminals processor and battery limitations. Remote execution leverages the high computation capacity of the server to enrich user experience and extend battery autonomy through energy savings. However, application offloading is energy efficient only under various...
Massively Multiplayer Online Games (MMOGs) are becoming increasingly popular in recent years. Traditional Client/Server architectures of MMOGs exhibit different issues in scalability, reliability, and responsiveness, as well as involve high cost for adding new servers when demand increases. The fast response time, support of large and growing number of players, and low cost are extremely important...
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