Towards Pervasive and Mobile Gaming with Distributed Cloud Infrastructure

被引:0
|
作者
Kamarainen, Teemu [1 ]
Siekkinen, Matti [1 ]
Xiao, Yu [1 ]
Yla-Jaaski, Antti [1 ]
机构
[1] Aalto Univ, Dept Comp Sci & Engn, Espoo, Finland
关键词
D O I
暂无
中图分类号
TP301 [理论、方法];
学科分类号
081202 ;
摘要
Cloud gaming, where the game is rendered in the cloud and is streamed to an end-user device through a thin client, is rapidly gaining ground. Latency is still a key challenge to cloud gaming: highly interactive games can become unplayable even with response delays below 100 ms. To overcome this issue, we propose to deploy gaming services on a more distributed cloud infrastructure, and to instantiate gaming servers in close proximity of the user when necessary in order to shorten the response delay. Our prototype distributed cloud gaming platform also allows flexible configuration of gaming controls and video streams, enabling the use of public displays in mobile cloud gaming. We test our prototype with two games in different deployment scenarios, and measure the response delay and power consumption of the mobile devices. Our experiment results confirm that it is feasible to improve the quality of gaming experience through the deployment strategies provided by the proposed system.
引用
收藏
页数:6
相关论文
共 50 条
  • [41] A SOFTWARE INFRASTRUCTURE FOR DISTRIBUTED DATA MODELS IN CLOUD
    Jelacic, Bojan
    Vukmirovic, Srdan
    Stoja, Sebastijan
    2013 21ST TELECOMMUNICATIONS FORUM (TELFOR), 2013, : 845 - +
  • [42] Towards Dependable, Scalable, and Pervasive Distributed Ledgers with Blockchains
    Zhang, Kaiwen
    Jacobsen, Hans-Arno
    2018 IEEE 38TH INTERNATIONAL CONFERENCE ON DISTRIBUTED COMPUTING SYSTEMS (ICDCS), 2018, : 1337 - 1346
  • [43] Cloud Mobile Gaming: Modeling and Measuring User Experience in Mobile Wireless Networks
    Wang, Shaoxuan
    Dey, Sujit
    MOBILE COMPUTING AND COMMUNICATIONS REVIEW, 2012, 16 (01) : 10 - 21
  • [44] A Rapid Testing Framework for a Mobile Cloud Infrastructure
    Balasubramanian, Daniel
    Dubey, Abhishek
    Otte, William R.
    Emfinger, William
    Kumar, Pranav S.
    Karsai, Gabor
    PROCEEDINGS OF THE 2014 25TH IEEE INTERNATIONAL SYMPOSIUM ON RAPID SYSTEM PROTOTYPING (RSP): SHORTENING THE PATH FROM SPECIFICATION TO PROTOTYPE, 2014, : 128 - 134
  • [45] Towards pluggable discovery frameworks for mobile and pervasive applications
    Berger, S
    McFaddin, S
    Binding, C
    Hoertnagl, C
    Ranganathan, A
    2004 IEEE INTERNATIONAL CONFERENCE ON MOBILE DATA MANAGEMENT, 2004, : 308 - 319
  • [46] Modeling Gaming QoE: Towards the Impact of Frame Rate and Bit Rate on Cloud Gaming
    Zadtootaghaj, Saman
    Schmidt, Steven
    Moeller, Sebastian
    2018 TENTH INTERNATIONAL CONFERENCE ON QUALITY OF MULTIMEDIA EXPERIENCE (QOMEX), 2018, : 210 - 215
  • [47] Hierarchical Mobile Cloud with Social Grouping for Secure Pervasive Healthcare
    Kang, Jiawen
    Huang, Xumin
    Yu, Rong
    Zhang, Yan
    Gjessing, Stein
    2015 17TH INTERNATIONAL CONFERENCE ON E-HEALTH NETWORKING, APPLICATION & SERVICES (HEALTHCOM), 2015, : 609 - 614
  • [48] Exploiting Mobile Crowdsourcing for Pervasive Cloud Services: Challenges and Solutions
    Ren, Ju
    Zhang, Yaoxue
    Zhang, Kuan
    Shen, Xuemin
    IEEE COMMUNICATIONS MAGAZINE, 2015, 53 (03) : 98 - 105
  • [49] Notes on the methodology of pervasive gaming
    Walther, BK
    ENTERTAINMENT COMPUTING - ICEC 2005, 2005, 3711 : 488 - 495
  • [50] Pervasive gaming in the everyday world
    Jegers, K
    Wiberg, M
    IEEE PERVASIVE COMPUTING, 2006, 5 (01) : 78 - 85