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.



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