Video rate control strategies for cloud gaming

被引:15
|
作者
Sun, Kairan [1 ]
Wu, Dapeng [1 ]
机构
[1] Univ Florida, Dept Elect & Comp Engn, Gainesville, FL 32611 USA
基金
美国国家科学基金会;
关键词
Cloud gaming; Rate control; ROI; Quality of experience; Video on demand; H.264/AVC; Video game; Low-complexity algorithm; H.264 RATE CONTROL; COMMUNICATION; ALLOCATION; ALGORITHM;
D O I
10.1016/j.jvcir.2015.03.012
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
Cloud gaming, also called gaming on demand, is a new kind of service that provides real-time video game experience to the players over the Internet. Although cloud gaming services are getting more and more popular recently, its performance is highly limited by the network bandwidth and latency. This work makes use of the unique characteristics of human visual system (HVS) of video game players to improve bandwidth efficiency. In this work, discussions about the characteristics of game players' HVS are conducted. The discussions can be further extended to all interactive video on demand systems. Then, some schemes of extracting region of interest and key frames from gaming videos are raised. Based on that, a Macro-block level rate control scheme is proposed based on region of interest and scene-change detection. The simulation results show that, under the same bandwidth constraint, the video quality of proposed method outperforms other methods. (C) 2015 Elsevier Inc. All rights reserved.
引用
收藏
页码:234 / 241
页数:8
相关论文
共 50 条
  • [41] A Novel Objective Quality Assessment Method for Perceptually-Coded Cloud Gaming Video
    Sabet, Saeed Shafiee
    Hashemi, Mahmoud Reza
    Shirmohammadi, Shervin
    Ghanbari, Mohammad
    IEEE 1ST CONFERENCE ON MULTIMEDIA INFORMATION PROCESSING AND RETRIEVAL (MIPR 2018), 2018, : 75 - 79
  • [42] Pattern Reduction for Low-Traffic Speculative Video Transmission in Cloud Gaming System
    Ishioka, Takumasa
    Fukui, Tatsuya
    Fujiwara, Toshihito
    Narikawa, Satoshi
    Fujihashi, Takuya
    Saruwatari, Shunsuke
    Watanabe, Takashi
    IEEE ACCESS, 2024, 12 : 8902 - 8911
  • [43] Video Gaming Accessibility
    McPheron, Drew
    PROCEEDINGS OF CGAMES'2015 USA 20TH INTERNATIONAL CONFERENCE ON COMPUTER GAMES - AI, ANIMATION, MOBILE, INTERACTIVE MULTIMEDIA, EDUCATIONAL AND SERIOUS GAMES, 2015, : 107 - 111
  • [44] Enabling Adaptive Cloud Gaming in an Open-Source Cloud Gaming Platform
    Hong, Hua-Jun
    Hsu, Chih-Fan
    Tsai, Tsung-Han
    Huang, Chun-Ying
    Chen, Kuan-Ta
    Hsu, Cheng-Hsin
    IEEE TRANSACTIONS ON CIRCUITS AND SYSTEMS FOR VIDEO TECHNOLOGY, 2015, 25 (12) : 2078 - 2091
  • [45] Video Gaming and CBF
    不详
    JOURNAL OF NUCLEAR MEDICINE, 2013, 54 (01) : 25N - 25N
  • [46] The Relationship Between Video Gaming, Gambling, and Problematic Levels of Video Gaming and Gambling
    Sanders, James
    Williams, Robert
    JOURNAL OF GAMBLING STUDIES, 2019, 35 (02) : 559 - 569
  • [47] The Relationship Between Video Gaming, Gambling, and Problematic Levels of Video Gaming and Gambling
    James Sanders
    Robert Williams
    Journal of Gambling Studies, 2019, 35 : 559 - 569
  • [48] QoE Assessment of FPV Drone Control in a Cloud Gaming Based Simulation
    Silic, Matko
    Suznjevic, Mirko
    Skorin-Kapov, Lea
    2021 13TH INTERNATIONAL CONFERENCE ON QUALITY OF MULTIMEDIA EXPERIENCE (QOMEX), 2021, : 175 - 180
  • [49] A novel rate control algorithm for low latency video coding base on mobile edge cloud computing
    Zhu, Jinlei
    Chen, Houjin
    Pan, Pan
    COMPUTER COMMUNICATIONS, 2022, 187 : 134 - 143
  • [50] Joint Optimization of Admission Control and Rate Adaptation for Video Sharing over Multirate Wireless Community Cloud
    Peng Zhao
    Xinyu Yang
    中国通信, 2016, 13 (08) : 24 - 40