DocumentCode :
172402
Title :
Bringing mobile online games to clouds
Author :
Meilander, Dominik ; Glinka, F. ; Gorlatch, S. ; Li Lin ; Wei Zhang ; Xiaofei Liao
Author_Institution :
Univ. of Muenster, Muenster, Germany
fYear :
2014
fDate :
April 27 2014-May 2 2014
Firstpage :
340
Lastpage :
345
Abstract :
Massively Multi-player Online Games (MMOG) are characterized by intensive interactions between many simultaneous users and real-time demands on Quality of Service (QoS). Other examples of similar, real-time online interactive applications include various virtual environments, as well as multi-pupil e-learning and simulation-based training courses. A highly desirable enhancement for MMOG is the use of mobile devices for accessing the game application. However, the limited computing power of mobile devices is an obstacle for implementing computation-intensive parts of MMOG, in particular graphics processing, on mobile devices. This paper proposes a novel runtime system for mobile MMOG and other similar applications that moves computation-intensive tasks, including graphics processing, from the mobile devices to Cloud resources. We report experimental results of our runtime system using a realistic multi-player online game.
Keywords :
cloud computing; computer games; mobile computing; quality of service; MMOG; QoS; cloud resources; computation-intensive tasks; graphics processing; massively multiplayer online games; mobile devices; mobile online games; quality of service; runtime system; Computer architecture; Games; Mobile communication; Mobile handsets; Rendering (computer graphics); Servers; Three-dimensional displays;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Computer Communications Workshops (INFOCOM WKSHPS), 2014 IEEE Conference on
Conference_Location :
Toronto, ON
Type :
conf
DOI :
10.1109/INFCOMW.2014.6849255
Filename :
6849255
Link To Document :
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