6 research outputs found

    Use of Cloud Gaming in Education

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    The use of digital games in education has been the subject of research for many years and their usefulness has been confirmed by many studies and research projects. Standardized tests, such as PISA test, show that respondents achieved better reading, math and physics results if they used the computer more for gaming-related activities. It has been proven that the application of video games in education increases student motivation, improves several types of key skillsā€”social and intellectual skills, reflexes and concentration. Nevertheless, there are several challenges associated with the application of video games in schools and they can be categorized as technical (network and end device limitations), competency (teachersā€™ knowledge in the area), qualitative (lack of educational games of high quality), and financial (high cost of purchasing games and equipment). The novel architecture for delivery of gaming content commonly referred to as ā€œcloud gamingā€ has the potential to solve most of the present challenges of using games in education. A well-designed cloud gaming platform would enable seamless and simple usage for both students and teachers. While solving most of the present problems, cloud gaming introduces a set of new research challenges which will be discussed in this section

    Empirical QoE Study of In-Home Streaming of Online Games

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    In-home game streaming technologies offer attractive solutions for streaming online game content to a wide range of low-end and thin client devices via wired/wireless local area connections, mitigating the effects of network limitations that pose challenges in directly delivering cloud-based games to such devices. In this paper, we aim to study whether (and to what extent) the rendering and streaming of game content to client devices (from an in-home server) imposes a degradation in gam- ing QoE as compared to the case of playing using a traditional online game client. We report on the results of an empirical study whereby an in-home game streaming scenario is set up using the GamingAnywhere platform, and participants are asked to provides subjective QoE assessments while playing a Massive Multiplayer Online Role Playing game (World of Warcraft). We test the impact of different delay and loss conditions, emulated along the external Internet link from the online game server to the home. Results show that switching from an online client to a in-home streaming client consistently imposes perceived game quality degradations. Further, we report on the ā€willingness to keep playingā€ under different network condition in both online and in-home game streaming cases

    Empirical QoE Study of In-Home Streaming of Online Games

    No full text
    In-home game streaming technologies offer attractive solutions for streaming online game content to a wide range of low-end and thin client devices via wired/wireless local area connections, mitigating the effects of network limitations that pose challenges in directly delivering cloud-based games to such devices. In this paper, we aim to study whether (and to what extent) the rendering and streaming of game content to client devices (from an in-home server) imposes a degradation in gam- ing QoE as compared to the case of playing using a traditional online game client. We report on the results of an empirical study whereby an in-home game streaming scenario is set up using the GamingAnywhere platform, and participants are asked to provides subjective QoE assessments while playing a Massive Multiplayer Online Role Playing game (World of Warcraft). We test the impact of different delay and loss conditions, emulated along the external Internet link from the online game server to the home. Results show that switching from an online client to a in-home streaming client consistently imposes perceived game quality degradations. Further, we report on the ā€willingness to keep playingā€ under different network condition in both online and in-home game streaming cases
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