4,051 research outputs found

    Delay Sensitivity Classification of Cloud Gaming Content

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    Cloud Gaming is an emerging service that catches growing interest in the research community as well as industry. While the paradigm shift from a game execution on clients to streaming games from the cloud offers a variety of benefits, the new services also require a highly reliable and low latency network to achieve a satisfying Quality of Experience (QoE) for its users. Using a cloud gaming service with high latency would harm the interaction of the user with the game, leading to a decrease in playing performance and thus frustration of players. However, the negative effect of delay on gaming QoE depends strongly on the game content. At a certain level of delay, a slow-paced card game is typically not as delay sensitive as a shooting game. For optimal resource allocation and quality estimation, it is highly important for cloud providers, game developers, and network planners to consider the impact of the game content. This paper contributes to a better understanding of the delay impact on QoE for cloud gaming applications by identifying game characteristics influencing the delay perception of users. In addition, an expert evaluation methodology to quantify these characteristics, as well as a delay sensitivity classification based on a decision tree is presented. The ratings of 14 experts for the quantification indicated an excellent level of agreement which demonstrates the reliability of the proposed method. Additionally, the decision tree reached an accuracy of 86.6 % on determining the delay sensitivity classes which were derived from a large dataset of subjective input quality ratings during a series of experiments.Comment: Accepted In International Workshop on Immersive Mixed and Virtual Environment Systems 2020. ACM, Istanbul, Turke

    An Overview of the Networking Issues of Cloud Gaming: A Literature Review

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    With the increasing prevalence of video games comes innovations that aim to evolve them. Cloud gaming is poised as the next phase of gaming. It enables users to play video games on any internet-enabled device. Such improvement could, therefore, enhance the processing power of existing devices and solve the need to spend large amounts of money on the latest gaming equipment. However, others argue that it may be far from being practically functional. Since cloud gaming places dependency on networks, new issues emerge. In relation, this paper is a review of the networking perspective of cloud gaming. Specifically, the paper analyzes its issues and challenges along with possible solutions. In order to accomplish the study, a literature review was performed. Results show that there are numerous issues and challenges regarding cloud gaming networks. Generally, cloud gaming has problems with its network quality of service (QoS) and quality of experience (QoE). The poor QoS and QoE of cloud gaming can be linked to unsatisfactory latency, bandwidth, delay, packet loss, and graphics quality. Moreover, the cost of providing the service and the complexity of implementing cloud gaming were considered challenges. For these issues and challenges, solutions were found. The solutions include lag or latency compensation, compression with encoding techniques, client computing power, edge computing, machine learning, frame adaption, and GPU-based server selection. However, these have limitations and may not always be applicable. Thus, even if solutions exist, it would be beneficial to analyze the networking side of cloud gaming further

    Technologies and solutions for location-based services in smart cities: past, present, and future

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    Location-based services (LBS) in smart cities have drastically altered the way cities operate, giving a new dimension to the life of citizens. LBS rely on location of a device, where proximity estimation remains at its core. The applications of LBS range from social networking and marketing to vehicle-toeverything communications. In many of these applications, there is an increasing need and trend to learn the physical distance between nearby devices. This paper elaborates upon the current needs of proximity estimation in LBS and compares them against the available Localization and Proximity (LP) finding technologies (LP technologies in short). These technologies are compared for their accuracies and performance based on various different parameters, including latency, energy consumption, security, complexity, and throughput. Hereafter, a classification of these technologies, based on various different smart city applications, is presented. Finally, we discuss some emerging LP technologies that enable proximity estimation in LBS and present some future research areas

    Standardization of Extended Reality (XR) over 5G and 5G-Advanced 3GPP New Radio

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    Extended Reality (XR) is one of the major innovations to be introduced in 5G/5G-Advanced communication systems. A combination of augmented reality, virtual reality, and mixed reality, supplemented by cloud gaming, revisits the way how humans interact with computers, networks, and each other. However, efficient support of XR services imposes new challenges for existing and future wireless networks. This article presents a tutorial on integrating support for the XR into the 3GPP New Radio (NR), summarizing a range of activities handled within various 3GPP Service and Systems Aspects (SA) and Radio Access Networks (RAN) groups. The article also delivers a case study evaluating the performance of different XR services in state-of-the-art NR Release 17. The paper concludes with a vision of further enhancements to better support XR in future NR releases and outlines open problems in this area.Comment: 7 pages, 4 figures, 2 tables. This work has been submitted to the IEEE for possible publication. Copyright may be transferred without notice, after which this version may no longer be accessibl

    Uniquitous: Implementation and Evaluation of a Cloud-based Game System in Unity3d

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    Cloud gaming is a new service based on cloud computation technology which allows games to be run on a server and streamed as video to players on a thin client. Commercial cloud gaming systems, such as Onlive, Gaikai and StreamMyGame remain proprietary, limiting access for game developers and researchers. In order to address these shortcomings, we developed an open source Unity3d cloud-based game system called Uniquitous that gives the game developers and researchers control of system and content. Detailed experiments evaluate performance of three main parameters: game genre, game resolution and game image quality. The evaluation results are used in a data model that can predict in-game frame rates for systems that have not been tested. Validation experiments show the accuracy of our model and allow us to use the model to explore cloud-based games in a variety of system conditions

    Community Seismic Network

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    The article describes the design of the Community Seismic Network, which is a dense open seismic network based on low cost sensors. The inputs are from sensors hosted by volunteers from the community by direct connection to their personal computers, or through sensors built into mobile devices. The server is cloud-based for robustness and to dynamically handle the load of impulsive earthquake events. The main product of the network is a map of peak acceleration, delivered within seconds of the ground shaking. The lateral variations in the level of shaking will be valuable to first responders, and the waveform information from a dense network will allow detailed mapping of the rupture process. Sensors in buildings may be useful for monitoring the state-of-health of the structure after major shaking
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