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.