30 research outputs found

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

    Get PDF
    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

    A low-complexity psychometric curve-fitting approach for the objective quality assessment of streamed game videos

    Get PDF
    The increasing popularity of video gaming competitions, the so called eSports, has contributed to the rise of a new type of end-user: the passive game video streaming (GVS) user. This user acts as a passive spectator of the gameplay rather than actively interacting with the content. This content, which is streamed over the Internet, can suffer from disturbing network and encoding impairments. Therefore, assessing the user's perceived quality, Le the Quality of Experience (QoE), in real-time becomes fundamental. For the case of natural video content, several approaches already exist that tackle the client-side real-time QoE evaluation. The intrinsically different expectations of the passive GVS user, however, call for new real-time quality models for these streaming services. Therefore, this paper presents a real-time Reduced-Reference (RR) quality assessment framework based on a low-complexity psychometric curve-fitting approach. The proposed solution selects the most relevant, low-complexity objective feature. Afterwards, the relationship between this feature and the ground-truth quality is modelled based on the psychometric perception of the human visual system (HVS). This approach is validated on a publicly available dataset of streamed game videos and is benchmarked against both subjective scores and objective models. As a side contribution, a thorough accuracy analysis of existing Objective Video Quality Metrics (OVQMs) applied to passive GVS is provided. Furthermore, this analysis has led to interesting insights on the accuracy of low-complexity client-based metrics as well as to the creation of a new Full-Reference (FR) objective metric for GVS, i.e. the Game Video Streaming Quality Metric (GVSQM)

    Mobile cloud game in high performance computing environment

    Get PDF
    Mobile cloud game is a solution to play high-end games in indigent thin clients with a diversity of end-user devices, and as real-time gaming, mobile cloud game hosting game engines in the cloud. Moreover, frequent change in network quality is another issue that should be limited to run the real fast cloud game. Thus, reliable software components between cloud and user devices as clients, including using artificial intelligence (AI) algorithms such as machine learning, deep learning and so on will enhance the game performance, particularly in multiplayer and real-time conditions. In this paper, we list the mobile cloud game architecture in the high-performance computing (HPC) environment, where a load of the game will be distributed between servers as cloud and clients. The server node as clouds or clients will consist of more than one server with many processors (cores) or sometimes can be recognized as distributed computing. Using HPC for cloud games will boost the game performance where the execution times will be dispersed not only in some node in servers and clients but in many cores of each server or client. The involvement of the internet of things (IoT) and ubiquitous access from heterogeneous devices will give benefit to enjoyment in the game itself

    Proposing a TAM-SDT-based model to examine the user acceptance of massively multiplayer online games

    Get PDF
    This study is focused on the massively multiplayer online games’ acceptance. In general, while specialized literature reveals that the online gaming industry has grown strongly in recent years, little evidence is identified on its user acceptance. In this manner, the present study is an at-tempt to fill this gap. Concretely, two aims are defined: (1) proposing an acceptance model to predict the continuance usage of massively multiplayer online games, and (2) knowing how this continuance usage encourages social well-being. The model proposed employing the structural equation modeling with partial least squares (PLS-SEM) methodology. This PLS-SEM model has been defined using a combination of the technology acceptance model (TAM) and the self-determination theory (SDT), comprising eight constructs: (1) autonomy and competence, (2) relatedness, (3) achievement and challenge, (4) flow experience, (5) perceived enjoyment, (6) social well-being, (7) perceived ease of use, and (8) continuance intention. The findings reveal that continuance intention impacts on social well-being. Moreover, the pivotal role of flow experience for continuance intention has been demonstrated. Additionally, continuance intention has been impacted by the perceived enjoyment, showing that it is a key construct for the acceptance of massively multiplayer online games. Thus, two contributions are highlighted. First, these results provide the gaming industry and software developer companies with considerations on gamers’ motivations in the online game design, in order to stimulate and incentivize its use. Second, the present study can be useful for academicians and practitioners to understand the online gamers’ emotions and well-being, showing some light over their psychology and mental health. Finally, limitations and future directions are exposed

    MediaSync: Handbook on Multimedia Synchronization

    Get PDF
    This book provides an approachable overview of the most recent advances in the fascinating field of media synchronization (mediasync), gathering contributions from the most representative and influential experts. Understanding the challenges of this field in the current multi-sensory, multi-device, and multi-protocol world is not an easy task. The book revisits the foundations of mediasync, including theoretical frameworks and models, highlights ongoing research efforts, like hybrid broadband broadcast (HBB) delivery and users' perception modeling (i.e., Quality of Experience or QoE), and paves the way for the future (e.g., towards the deployment of multi-sensory and ultra-realistic experiences). Although many advances around mediasync have been devised and deployed, this area of research is getting renewed attention to overcome remaining challenges in the next-generation (heterogeneous and ubiquitous) media ecosystem. Given the significant advances in this research area, its current relevance and the multiple disciplines it involves, the availability of a reference book on mediasync becomes necessary. This book fills the gap in this context. In particular, it addresses key aspects and reviews the most relevant contributions within the mediasync research space, from different perspectives. Mediasync: Handbook on Multimedia Synchronization is the perfect companion for scholars and practitioners that want to acquire strong knowledge about this research area, and also approach the challenges behind ensuring the best mediated experiences, by providing the adequate synchronization between the media elements that constitute these experiences

    Sonic interactions in virtual environments

    Get PDF
    This book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Sonic Interactions in Virtual Environments

    Get PDF

    Next Generation Internet of Things – Distributed Intelligence at the Edge and Human-Machine Interactions

    Get PDF
    This book provides an overview of the next generation Internet of Things (IoT), ranging from research, innovation, development priorities, to enabling technologies in a global context. It is intended as a standalone in a series covering the activities of the Internet of Things European Research Cluster (IERC), including research, technological innovation, validation, and deployment.The following chapters build on the ideas put forward by the European Research Cluster, the IoT European Platform Initiative (IoT–EPI), the IoT European Large-Scale Pilots Programme and the IoT European Security and Privacy Projects, presenting global views and state-of-the-art results regarding the next generation of IoT research, innovation, development, and deployment.The IoT and Industrial Internet of Things (IIoT) are evolving towards the next generation of Tactile IoT/IIoT, bringing together hyperconnectivity (5G and beyond), edge computing, Distributed Ledger Technologies (DLTs), virtual/ andaugmented reality (VR/AR), and artificial intelligence (AI) transformation.Following the wider adoption of consumer IoT, the next generation of IoT/IIoT innovation for business is driven by industries, addressing interoperability issues and providing new end-to-end security solutions to face continuous treats.The advances of AI technology in vision, speech recognition, natural language processing and dialog are enabling the development of end-to-end intelligent systems encapsulating multiple technologies, delivering services in real-time using limited resources. These developments are focusing on designing and delivering embedded and hierarchical AI solutions in IoT/IIoT, edge computing, using distributed architectures, DLTs platforms and distributed end-to-end security, which provide real-time decisions using less data and computational resources, while accessing each type of resource in a way that enhances the accuracy and performance of models in the various IoT/IIoT applications.The convergence and combination of IoT, AI and other related technologies to derive insights, decisions and revenue from sensor data provide new business models and sources of monetization. Meanwhile, scalable, IoT-enabled applications have become part of larger business objectives, enabling digital transformation with a focus on new services and applications.Serving the next generation of Tactile IoT/IIoT real-time use cases over 5G and Network Slicing technology is essential for consumer and industrial applications and support reducing operational costs, increasing efficiency and leveraging additional capabilities for real-time autonomous systems.New IoT distributed architectures, combined with system-level architectures for edge/fog computing, are evolving IoT platforms, including AI and DLTs, with embedded intelligence into the hyperconnectivity infrastructure.The next generation of IoT/IIoT technologies are highly transformational, enabling innovation at scale, and autonomous decision-making in various application domains such as healthcare, smart homes, smart buildings, smart cities, energy, agriculture, transportation and autonomous vehicles, the military, logistics and supply chain, retail and wholesale, manufacturing, mining and oil and gas

    Next Generation Internet of Things – Distributed Intelligence at the Edge and Human-Machine Interactions

    Get PDF
    This book provides an overview of the next generation Internet of Things (IoT), ranging from research, innovation, development priorities, to enabling technologies in a global context. It is intended as a standalone in a series covering the activities of the Internet of Things European Research Cluster (IERC), including research, technological innovation, validation, and deployment.The following chapters build on the ideas put forward by the European Research Cluster, the IoT European Platform Initiative (IoT–EPI), the IoT European Large-Scale Pilots Programme and the IoT European Security and Privacy Projects, presenting global views and state-of-the-art results regarding the next generation of IoT research, innovation, development, and deployment.The IoT and Industrial Internet of Things (IIoT) are evolving towards the next generation of Tactile IoT/IIoT, bringing together hyperconnectivity (5G and beyond), edge computing, Distributed Ledger Technologies (DLTs), virtual/ andaugmented reality (VR/AR), and artificial intelligence (AI) transformation.Following the wider adoption of consumer IoT, the next generation of IoT/IIoT innovation for business is driven by industries, addressing interoperability issues and providing new end-to-end security solutions to face continuous treats.The advances of AI technology in vision, speech recognition, natural language processing and dialog are enabling the development of end-to-end intelligent systems encapsulating multiple technologies, delivering services in real-time using limited resources. These developments are focusing on designing and delivering embedded and hierarchical AI solutions in IoT/IIoT, edge computing, using distributed architectures, DLTs platforms and distributed end-to-end security, which provide real-time decisions using less data and computational resources, while accessing each type of resource in a way that enhances the accuracy and performance of models in the various IoT/IIoT applications.The convergence and combination of IoT, AI and other related technologies to derive insights, decisions and revenue from sensor data provide new business models and sources of monetization. Meanwhile, scalable, IoT-enabled applications have become part of larger business objectives, enabling digital transformation with a focus on new services and applications.Serving the next generation of Tactile IoT/IIoT real-time use cases over 5G and Network Slicing technology is essential for consumer and industrial applications and support reducing operational costs, increasing efficiency and leveraging additional capabilities for real-time autonomous systems.New IoT distributed architectures, combined with system-level architectures for edge/fog computing, are evolving IoT platforms, including AI and DLTs, with embedded intelligence into the hyperconnectivity infrastructure.The next generation of IoT/IIoT technologies are highly transformational, enabling innovation at scale, and autonomous decision-making in various application domains such as healthcare, smart homes, smart buildings, smart cities, energy, agriculture, transportation and autonomous vehicles, the military, logistics and supply chain, retail and wholesale, manufacturing, mining and oil and gas

    Sonic Interactions in Virtual Environments

    Get PDF
    This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments
    corecore