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Video Streaming for Multi-cloud Game

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Book cover Advances in Multimedia Information Processing -- PCM 2015 (PCM 2015)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 9315))

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Abstract

Depending on the development of the game industry, required hardware performance rises steadily. High-end game cannot be enjoyed by outmoded computer or smart mobile device. As a way to solve this problem, studies on the cloud gaming being actively conducted. However, latency of cloud gaming is greater than the latency of regular game and it interfere the smooth game play. Enjoying multi user game is not fair by different latency between each user. Thus we propose new cloud gaming system. It reduce the processing time in the cloud using the distribute processing, makes the same latency of each user through the appropriate distribution. In addition it corresponds to a loss by using the FEC. Accordingly, the proposed system enables a fair and good quality game on the thin client with the hardware of the lower-performance.

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Acknowledgement

This research was funded by the MSIP(Ministry of Science, ICT & Future, Planning), Korea in the ICT R&D Program 2015.

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Correspondence to Doug Young Suh .

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© 2015 Springer International Publishing Switzerland

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Heo, Y., Kim, T., Suh, D.Y. (2015). Video Streaming for Multi-cloud Game. In: Ho, YS., Sang, J., Ro, Y., Kim, J., Wu, F. (eds) Advances in Multimedia Information Processing -- PCM 2015. PCM 2015. Lecture Notes in Computer Science(), vol 9315. Springer, Cham. https://doi.org/10.1007/978-3-319-24078-7_27

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  • DOI: https://doi.org/10.1007/978-3-319-24078-7_27

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-24077-0

  • Online ISBN: 978-3-319-24078-7

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