Thursday, April 13, 2017

Game Traffic Emulation

You can use this software to generate "server to client" and "client to server" game traffic for different numbers of players [R1].  


References
[R1] Cricenti, Antonio L., and Philip A. Branch. "A generalised prediction model of first person shooter game traffic." Local Computer Networks, 2009. LCN 2009. IEEE 34th Conference on. IEEE, 2009.

Wednesday, January 18, 2017

Cloud Gaming Watch

  • 2016
    • GSET somi: a game-specific eye tracking dataset for somi [7] 
    • Toward Delay-Efficient Game-Aware Data Centers for Cloud Gaming [2]
    • A Survey on Cloud Gaming: Future of Computer Games [18]
  • 2015
    • An Open Source Cloud Gaming Testbed Using DirectShow [8]
    • Video Encoding Acceleration in Cloud Gaming [1]
    • GamingAnywhere: an open-source cloud gaming platform [15]
    • User customization of the GamingAnywhere Android mobile client interface [16]
    • Video rate control strategies for cloud gaming [17] 
  • 2014
    • A game attention model for efficient bit rate allocation in cloud gaming [4]
    • On the Quality of Service of Cloud Gaming Systems [3]
    • Power-aware analysis of H. 264/AVC encoding parameters for cloud gaming [6]
    • GamingAnywhere: The first open source cloud gaming system [10]
    • Quantifying user satisfaction in mobile cloud games [11]
    • A Comparative Study on Cloud Gaming Platforms [12] 
    • The effects of latency on player performance in cloud-based games [13]
    • Cloud gaming: a green solution to massive multiplayer online games [14]
  • 2013
    • Efficient bitrate reduction using a Game Attention Model in cloud gaming [5]
    • GamingAnywhere: an open cloud gaming system [9] 


References
[1] Semsarzadeh, Mehdi, Abdulsalam Yassine, and Shervin Shirmohammadi. "Video Encoding Acceleration in Cloud Gaming." IEEE Transactions on Circuits and Systems for Video Technology 25.12 (2015): 1975-1987.
[2] Amiri, Maryam, et al. "Toward Delay-Efficient Game-Aware Data Centers for Cloud Gaming." ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM) 12.5s (2016): 71.
[3] Chen, Kuan-Ta, et al. "On the quality of service of cloud gaming systems." IEEE Transactions on Multimedia 16.2 (2014): 480-495.
[4] Ahmadi, Hamed, et al. "A game attention model for efficient bit rate allocation in cloud gaming." Multimedia Systems 20.5 (2014): 485-501.
[5] Ahmadi, Hamed, et al. "Efficient bitrate reduction using a game attention model in cloud gaming." Haptic Audio Visual Environments and Games (HAVE), 2013 IEEE International Symposium on. IEEE, 2013.
[6] Taher, Mohammad Reza Hosseinzadeh, Hamed Ahmadi, and Mahmoud Reza Hashemi. "Power-aware analysis of H. 264/AVC encoding parameters for cloud gaming." Multimedia and Expo Workshops (ICMEW), 2014 IEEE International Conference on. IEEE, 2014.
[7] Ahmadi, Hamed, et al. "GSET somi: a game-specific eye tracking dataset for somi." Proceedings of the 7th International Conference on Multimedia Systems. ACM, 2016.
[8] Ahmadi, Hamed, Mahmoud Reza Hashemi, and Shervin Shirmohammadi. "An Open Source Cloud Gaming Testbed Using DirectShow." 2015 IEEE 7th International Conference on Cloud Computing Technology and Science (CloudCom). IEEE, 2015.
[9] Huang, Chun-Ying, et al. "GamingAnywhere: an open cloud gaming system." Proceedings of the 4th ACM multimedia systems conference. ACM, 2013.
[10] Huang, Chun-Ying, et al. "GamingAnywhere: The first open source cloud gaming system." ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM) 10.1s (2014): 10.
[11] Huang, Chun-Ying, et al. "Quantifying user satisfaction in mobile cloud games." Proceedings of Workshop on Mobile Video Delivery. ACM, 2014.
[12] Gharsallaoui, Rahma, Mohamed Hamdi, and Tai-Hoon Kim. "A Comparative Study on Cloud Gaming Platforms." Control and Automation (CA), 2014 7th Conference on. IEEE, 2014.
[13] Claypool, Mark, and David Finkel. "The effects of latency on player performance in cloud-based games." 2014 13th Annual Workshop on Network and Systems Support for Games. IEEE, 2014.
[14] Chuah, Seong-Ping, Chau Yuen, and Ngai-Man Cheung. "Cloud gaming: a green solution to massive multiplayer online games." IEEE Wireless Communications 21.4 (2014): 78-87.
[15] Huang, Chun-Ying, Cheng-Hsin Hsu, and Kuan-Ta Chen. "GamingAnywhere: an open-source cloud gaming platform." ACM SIGMultimedia Records 7.1 (2015): 3-5.
[16] Slivar, Ivan, Zvonimir Dragozet, and Lea Skorin-Kapov. "User customization of the GamingAnywhere Android mobile client interface." Network and Systems Support for Games (NetGames), 2015 International Workshop on. IEEE, 2015.
[17] Sun, Kairan, and Dapeng Wu. "Video rate control strategies for cloud gaming." Journal of Visual Communication and Image Representation 30 (2015): 234-241.
[18] Wei Cai, Ryan Shea, Chun-Ying Huang, Kuan-Ta Chen, Jiangchuan Liu, Victor C. M. Leung, Cheng-Hsin Hsu, "A Survey on Cloud Gaming: Future of Computer Games", Access IEEE, vol. 4, pp. 7605-7620, 2016, ISSN 2169-3536.



Saturday, December 17, 2016

What kind of projections Youtube and Facebook use for VR?

They are both using H.264 video coding standard and MP4 container [1]. But, they have different projections:

Facebook is using the cubemap projection [2].
Youtube is using equirectangular projection [3].


References
[1] Qian, Feng, et al. "Optimizing 360 video delivery over cellular networks." Proceedings of the 5th Workshop on All Things Cellular: Operations, Applications and Challenges. ACM, 2016.
[2] Under the hood: Building 360 video. https://code.facebook.com/posts/1638767863078802.
[3] YouTube live in 360 degrees encoder settings. https://support.google.com/youtube/answer/6396222.

VR Forcast

Virtual Reality (VR) technology is projected to form a big market of $120 billion by 2020 [1].


References
[1] Augmented/Virtual Reality revenue forecast revised to hit $120 billion by 2020. http://goo.gl/Lxf4Sy.

Friday, December 16, 2016

OpenVQ

OpenVQ is an independent implementation of  Perceptual Evaluation of Video Quality (PEVQ) described in ITU-T J.247 [44, Annex B]. Due to patent issues, OpenVQ has not implemented the temporal alignment impairments in PEVQ. OpenVQ is released under the terms of the GNU Affero General Public License (AGPL) version 3.

https://bitbucket.org/mpg_code/openvq

Thursday, December 15, 2016

Quality metrics for virtual reality videos



  • Quality Metric for Spherical Panoramic Video [1]
  • A Framework to Evaluate Omnidirectional Video Coding Schemes [2]
  • A perceptual quality metric for high-definition stereoscopic 3D video [3]
  • Towards reliable and reproducible 3D video quality assessment [4]



References
[1] Zakharchenko, Vladyslav, Kwang Pyo Choi, and Jeong Hoon Park. "Quality metric for spherical panoramic video." SPIE Optical Engineering+ Applications. International Society for Optics and Photonics, 2016.
[2] Yu, Matt, Haricharan Lakshman, and Bernd Girod. "A Framework to Evaluate Omnidirectional Video Coding Schemes." Mixed and Augmented Reality (ISMAR), 2015 IEEE International Symposium on. IEEE, 2015.
[3] Battisti, F., et al. "A perceptual quality metric for high-definition stereoscopic 3D video." SPIE/IS&T Electronic Imaging. International Society for Optics and Photonics, 2015.
[4] Goldmann, Lutz, and Touradj Ebrahimi. "Towards reliable and reproducible 3D video quality assessment." SPIE Defense, Security, and Sensing. International Society for Optics and Photonics, 2011.