DocumentCode
3541762
Title
Level of detail based network adapted synchronization for cloud gaming
Author
Ewelle, Richard Ewelle ; Francillette, Yannick ; Mahdi, Ghulam ; Gouaich, Abdelkader ; Hocine, Nadia
Author_Institution
LIRMM, Univ. Of Montpellier, Montpellier, France
fYear
2013
fDate
July 30 2013-Aug. 1 2013
Firstpage
111
Lastpage
118
Abstract
Video games are considered as a major arena of popular entertainment. They can include immersive actions, high visuals and hair-trigger responsiveness requiring devices with high performance e.g. console and dedicated PCs. With the arrival of cloud gaming, games can be hosted in a centralize server and access through the internet by thin client with modest capabilities. Cloud computing in game context has attracted significant attention due to its major characteristics of scalability, availability and computational power. However, current cloud gaming systems have very strong requirements in terms of bandwith and network resources. Thus, when used devices have little bandwith and/or people are located in area with limited network connectivity, they can not take advantage of these services. This paper presents an adaptation technique inspired by the level of detail (LoD) approach in 3D graphics. It is based on a cloud gaming paradigm in other to minimize the effect of poor network parameters (delay, loss, jitter) in order to enhance the game interactivity and improve the player quality of experience (QoE). A pilot experiment has been carried out to evaluate the approach through a proof of concept game. The pilot experiment shows that LoD based adaptation in cloud gaming allows enhancing the QoE.
Keywords
cloud computing; computer games; computer graphics; entertainment; quality of experience; 3D graphics; Internet; LoD approach; LoD based adaptation; QoE; bandwith resources; centralize server; cloud computing; cloud gaming systems; delay; entertainment; game context; game interactivity; jitter; level of detail approach; loss; network adapted synchronization; network connectivity; network parameters; network resources; player quality of experience; thin client; video games; Cloud computing; Encoding; Games; Rendering (computer graphics); Servers; Streaming media;
fLanguage
English
Publisher
ieee
Conference_Titel
Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES), 2013 18th International Conference on
Conference_Location
Louisville, KY
Print_ISBN
978-1-4799-0818-9
Type
conf
DOI
10.1109/CGames.2013.6632616
Filename
6632616
Link To Document