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Improvement of Response Time by Running Games on a Cloud Gaming System with Layer Vatcher and Movement Prediction

Published: 17 October 2017 Publication History

Abstract

With the growing video games industry, new markets and technologies are emerging. Electronic games of the new generation are increasingly requiring more processing and powerful video cards. The solution that is gaining more prominence is Cloud Gaming, which the player performs a command, the information is sent and processed remotely on a cloud, then the images return as a video stream back to the player using the Internet. To improve the Quality of Experience (QoE), it is proposed a model that reduces the response time between the player command and the stream of the resulting game scenes through a framework called Cloud Manager. The game must be encoded in different layers so that the Cloud Manager can use layer caching techniques, in the background, and future state prediction using a prediction matrix, in the character layer, in order to reduce the network bandwidth usage, bitrate transmission and network latencies. To validate the results, an action game with god-view as point of view is used in a Cloud Gaming system called Uniquitous.

References

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M. Luo, M. Claypool. 2015. Uniquitous: Implementation and evaluation of a cloud-based game system in unity. Proc. of IEEE GEM.
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Published In

cover image ACM Other conferences
WebMedia '17: Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web
October 2017
522 pages
ISBN:9781450350969
DOI:10.1145/3126858
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

  • SBC: Brazilian Computer Society
  • CNPq: Conselho Nacional de Desenvolvimento Cientifico e Tecn
  • CGIBR: Comite Gestor da Internet no Brazil
  • CAPES: Brazilian Higher Education Funding Council

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 17 October 2017

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Author Tags

  1. cloud computing
  2. gaming
  3. layer caching
  4. movement prediction
  5. prediction matrix
  6. preprocessing

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  • Short-paper

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  • Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (Capes)

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Webmedia '17
Sponsor:
  • SBC
  • CNPq
  • CGIBR
  • CAPES
Webmedia '17: Brazilian Symposium on Multimedia and the Web
October 17 - 20, 2017
RS, Gramado, Brazil

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WebMedia '17 Paper Acceptance Rate 38 of 138 submissions, 28%;
Overall Acceptance Rate 270 of 873 submissions, 31%

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