31 research outputs found

    Effective and Economical Content Delivery and Storage Strategies for Cloud Systems

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    Cloud computing has proved to be an effective infrastructure to host various applications and provide reliable and stable services. Content delivery and storage are two main services provided by the cloud. A high-performance cloud can reduce the cost of both cloud providers and customers, while providing high application performance to cloud clients. Thus, the performance of such cloud-based services is closely related to three issues. First, when delivering contents from the cloud to users or transferring contents between cloud datacenters, it is important to reduce the payment costs and transmission time. Second, when transferring contents between cloud datacenters, it is important to reduce the payment costs to the internet service providers (ISPs). Third, when storing contents in the datacenters, it is crucial to reduce the file read latency and power consumption of the datacenters. In this dissertation, we study how to effectively deliver and store contents on the cloud, with a focus on cloud gaming and video streaming services. In particular, we aim to address three problems. i) Cost-efficient cloud computing system to support thin-client Massively Multiplayer Online Game (MMOG): how to achieve high Quality of Service (QoS) in cloud gaming and reduce the cloud bandwidth consumption; ii) Cost-efficient inter-datacenter video scheduling: how to reduce the bandwidth payment cost by fully utilizing link bandwidth when cloud providers transfer videos between datacenters; iii) Energy-efficient adaptive file replication: how to adapt to time-varying file popularities to achieve a good tradeoff between data availability and efficiency, as well as reduce the power consumption of the datacenters. In this dissertation, we propose methods to solve each of aforementioned challenges on the cloud. As a result, we build a cloud system that has a cost-efficient system to support cloud clients, an inter-datacenter video scheduling algorithm for video transmission on the cloud and an adaptive file replication algorithm for cloud storage system. As a result, the cloud system not only benefits the cloud providers in reducing the cloud cost, but also benefits the cloud customers in reducing their payment cost and improving high cloud application performance (i.e., user experience). Finally, we conducted extensive experiments on many testbeds, including PeerSim, PlanetLab, EC2 and a real-world cluster, which demonstrate the efficiency and effectiveness of our proposed methods. In our future work, we will further study how to further improve user experience in receiving contents and reduce the cost due to content transfer

    Virtual Reality Headset Implementation on Parsec Cloud Gaming Platform

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    Virtual reality (VR) based games are a type of game that provides immersive gaming experience, allowing players to dive into the virtual world of the game being played. VR-based games require a high minimum computer specification, so thin clients cannot play VR-based games properly. This research aims to see how to enable thin computers to play VR-based games by utilizing cloud gaming technology. Using a high specification computer as a server, an android device as a VR headset, this Final Project implements a VR headset device so that it can be used in conjunction with cloud gaming services to be able to play VR-based games on thin computers and see how well the implementation by seeing the result from computer resources used and the Quality of Services. With Parsec cloud gaming services, the application carried out in this Final Project can run well on computers with low specifications. CPU usage on the client computer when the service is running is high at 91% usage, with 2818 MB RAM usage. Quality of Service is obtained when setting the highest quality preset, with a throughput of 16MB with a delay of about 2 ms. VR games that are played can run well with a minimum bandwidth of 15 Mbps selected from the Frame per Second (FPS) results obtained to reach 56 FPS with medium quality settings

    A Systematic Mapping Study of MMOG Backend Architectures

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    The advent of utility computing has revolutionized almost every sector of traditional software development. Especially commercial cloud computing services, pioneered by the likes of Amazon, Google and Microsoft, have provided an unprecedented opportunity for the fast and sustainable development of complex distributed systems. Nevertheless, existing models and tools aim primarily for systems where resource usage—by humans and bots alike—is logically and physically quite disperse resulting in a low likelihood of conflicting resource access. However, a number of resource-intensive applications, such as Massively Multiplayer Online Games (MMOGs) and large-scale simulations introduce a requirement for a very large common state with many actors accessing it simultaneously and thus a high likelihood of conflicting resource access. This paper presents a systematic mapping study of the state-of-the-art in software technology aiming explicitly to support the development of MMOGs, a class of large-scale, resource-intensive software systems.By examining the main focus of a diverse set of related publications, we identify a list of criteria that are important for MMOG development. Then, we categorize the selected studies based on the inferred criteria in order to compare their approach, unveil the challenges faced in each of them and reveal research trends that might be present. Finally we attempt to identify research directions which appear promising for enabling the use of standardized technology for this class of systems

    A Systematic Mapping Study of MMOG Backend Architectures

    Get PDF
    The advent of utility computing has revolutionized almost every sector of traditional software development. Especially commercial cloud computing services, pioneered by the likes of Amazon, Google and Microsoft, have provided an unprecedented opportunity for the fast and sustainable development of complex distributed systems. Nevertheless, existing models and tools aim primarily for systems where resource usage—by humans and bots alike—is logically and physically quite disperse resulting in a low likelihood of conflicting resource access. However, a number of resource-intensive applications, such as Massively Multiplayer Online Games (MMOGs) and large-scale simulations introduce a requirement for a very large common state with many actors accessing it simultaneously and thus a high likelihood of conflicting resource access. This paper presents a systematic mapping study of the state-of-the-art in software technology aiming explicitly to support the development of MMOGs, a class of large-scale, resource-intensive software systems.By examining the main focus of a diverse set of related publications, we identify a list of criteria that are important for MMOG development. Then, we categorize the selected studies based on the inferred criteria in order to compare their approach, unveil the challenges faced in each of them and reveal research trends that might be present. Finally we attempt to identify research directions which appear promising for enabling the use of standardized technology for this class of systems

    Opportunistic Deployment of Distributed Edge Clouds for Latency-critical Applications

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    The growing number of latency-critical applications are posing novel challenges for network operators, cloud/hosting companies, and application providers. Edge Computing is the strongest candidate for providing low-latency responses, but it is not yet clear what edge infrastructures will be like. This paper introduces a new platform for enabling an edge infrastructure according to a disaggregated distributed cloud architecture and an opportunistic model based on bare-metal providers. Results from a multi-server online gaming application deployed in a real geo-distributed edge infrastructure show the feasibility, performance and cost efficiency of the solution
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