The last decade witnessed wide-spread of internet and on-line gaming. Improving the broadband limitations is considered one of the most important factors that led to this extent. The recently huge usage of internet applications and games also led to grow up more the usage of handhelds and smart phones as well. This improvement of internet speed with the limitations of the smart end devices led to rely more on
processing games away from these limited devices to robust processing centers in a technique so-called Cloud Gaming. The growth of players number and game content request new ideas of bit rate reduction of
the streaming video of these on-line games. In this paper, a new technique has been proposed to reduce the requirements needed by scene customization encoding with negligible impact on playing quality..
With the arrival of cloud technology, game accessibility and ub
iquity have a bright future; Games can be
hosted in a centralize server and accessed through the Internet by a thin client on a wide variety of devices
with modest capabilities: cloud gaming. However, current cloud gaming systems have very strong
requireme
nts in terms of network resources, thus reducing the accessibility and ubiquity of cloud games,
because devices with little bandwidth and people located in area with limited
and unstable
network
connectivity, cannot take advantage of these cloud services.
In this paper we present an adaptation technique inspired by the level of detail (LoD) approach in 3D
graphics. It delivers multiple platform accessibility
and network adaptability
, while improving user’s
quality of experience (QoE) by reducing the impa
ct of poor
and
unstable
network parameters (delay,
packet loss, jitter) on game interactivity. We validate our approach using a prototype game
in a controlled
environment
and characterize the user QoE in a pilot experiment. The results show that the propos
ed
framework provides a significant QoE enhancement
Mobile cloud game in high performance computing environmentTELKOMNIKA JOURNAL
Mobile cloud game is a solution to play high-end games in indigent thin clients with a diversity of end-user devices, and as real-time gaming, mobile cloud game hosting game engines in the cloud. Moreover, frequent change in network quality is another issue that should be limited to run the real fast cloud game. Thus, reliable software components between cloud and user devices as clients, including using artificial intelligence (AI) algorithms such as machine learning, deep learning and so on will enhance the game performance, particularly in multiplayer and real-time conditions. In this paper, we list the mobile cloud game architecture in the high-performance computing (HPC) environment, where a load of the game will be distributed between servers as cloud and clients. The server node as clouds or clients will consist of more than one server with many processors (cores) or sometimes can be recognized as distributed computing. Using HPC for cloud games will boost the game performance where the execution times will be dispersed not only in some node in servers and clients but in many cores of each server or client. The involvement of the internet of things (IoT) and ubiquitous access from heterogeneous devices will give benefit to enjoyment in the game itself.
Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds [Full Text]Anand Bhojan
In this paper, we propose a novel distributed micro-cloud infrastructure with a next generation device called Gamelet to mitigate the limitations in traditional cloud system for multiplayer cloud gaming on resource limited mobile devices. The paper also investigates the opportunities, issues and possible solutions for Gamelet infrastructure for mobile games with a demonstrable prototype.
Towards Fog-Assisted Virtual Reality MMOG with Ultra-Low LatencyIJCNCJournal
In this paper, we propose a method to realize a virtual reality MMOG (Massively Multiplayer Online Video Game) with ultra-low latency. The basic idea of the proposed method is to introduce a layer consisting of several fog nodes between clients and cloud server to offload a part of the rendering task which is conducted by the cloud server in conventional cloud games. We examine three techniques to reduce the latency in such a fog-assisted cloud game: 1) To maintain the consistency of the virtual game space, collision detection of virtual objects is conducted by the cloud server in a centralized manner; 2) To reflect subtle changes of the line of sight to the 3D game view, each client is assigned to a fog node and the head motion of the player acquired through HMD (Head-Mounted Display) is directly sent to the corresponding fog node; and 3) To offload a part of the rendering task, we separate the rendering of the background view from that of the foreground view, and migrate the former to other nodes including the cloud server. The performance of the proposed method is evaluated by experiments with an AWS-based prototype system. It is confirmed that the proposed techniques achieve the latency of 32.3 ms, which is 66 % faster than the conventional systems.
Cloud gaming, sometimes called gaming on demand, is a type of online gaming. Currently there are two main types of cloud gaming: cloud gaming based on video streaming and cloud gaming based on file streaming. Cloud gaming aims to provide end users frictionless and direct play-ability of games across various devices.
With the arrival of cloud technology, game accessibility and ub
iquity have a bright future; Games can be
hosted in a centralize server and accessed through the Internet by a thin client on a wide variety of devices
with modest capabilities: cloud gaming. However, current cloud gaming systems have very strong
requireme
nts in terms of network resources, thus reducing the accessibility and ubiquity of cloud games,
because devices with little bandwidth and people located in area with limited
and unstable
network
connectivity, cannot take advantage of these cloud services.
In this paper we present an adaptation technique inspired by the level of detail (LoD) approach in 3D
graphics. It delivers multiple platform accessibility
and network adaptability
, while improving user’s
quality of experience (QoE) by reducing the impa
ct of poor
and
unstable
network parameters (delay,
packet loss, jitter) on game interactivity. We validate our approach using a prototype game
in a controlled
environment
and characterize the user QoE in a pilot experiment. The results show that the propos
ed
framework provides a significant QoE enhancement
Mobile cloud game in high performance computing environmentTELKOMNIKA JOURNAL
Mobile cloud game is a solution to play high-end games in indigent thin clients with a diversity of end-user devices, and as real-time gaming, mobile cloud game hosting game engines in the cloud. Moreover, frequent change in network quality is another issue that should be limited to run the real fast cloud game. Thus, reliable software components between cloud and user devices as clients, including using artificial intelligence (AI) algorithms such as machine learning, deep learning and so on will enhance the game performance, particularly in multiplayer and real-time conditions. In this paper, we list the mobile cloud game architecture in the high-performance computing (HPC) environment, where a load of the game will be distributed between servers as cloud and clients. The server node as clouds or clients will consist of more than one server with many processors (cores) or sometimes can be recognized as distributed computing. Using HPC for cloud games will boost the game performance where the execution times will be dispersed not only in some node in servers and clients but in many cores of each server or client. The involvement of the internet of things (IoT) and ubiquitous access from heterogeneous devices will give benefit to enjoyment in the game itself.
Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds [Full Text]Anand Bhojan
In this paper, we propose a novel distributed micro-cloud infrastructure with a next generation device called Gamelet to mitigate the limitations in traditional cloud system for multiplayer cloud gaming on resource limited mobile devices. The paper also investigates the opportunities, issues and possible solutions for Gamelet infrastructure for mobile games with a demonstrable prototype.
Towards Fog-Assisted Virtual Reality MMOG with Ultra-Low LatencyIJCNCJournal
In this paper, we propose a method to realize a virtual reality MMOG (Massively Multiplayer Online Video Game) with ultra-low latency. The basic idea of the proposed method is to introduce a layer consisting of several fog nodes between clients and cloud server to offload a part of the rendering task which is conducted by the cloud server in conventional cloud games. We examine three techniques to reduce the latency in such a fog-assisted cloud game: 1) To maintain the consistency of the virtual game space, collision detection of virtual objects is conducted by the cloud server in a centralized manner; 2) To reflect subtle changes of the line of sight to the 3D game view, each client is assigned to a fog node and the head motion of the player acquired through HMD (Head-Mounted Display) is directly sent to the corresponding fog node; and 3) To offload a part of the rendering task, we separate the rendering of the background view from that of the foreground view, and migrate the former to other nodes including the cloud server. The performance of the proposed method is evaluated by experiments with an AWS-based prototype system. It is confirmed that the proposed techniques achieve the latency of 32.3 ms, which is 66 % faster than the conventional systems.
Cloud gaming, sometimes called gaming on demand, is a type of online gaming. Currently there are two main types of cloud gaming: cloud gaming based on video streaming and cloud gaming based on file streaming. Cloud gaming aims to provide end users frictionless and direct play-ability of games across various devices.
Quantifying User Satisfaction in Mobile Cloud GamesAcademia Sinica
We conduct real experiments to quantify user satisfaction in mobile cloud games using a real cloud gaming system built on the open-sourced GamingAnywhere. We share our experiences in porting GamingAnywhere client to Android OS and perform extensive experiments on both the mobile and desktop clients. The experiment results reveal several new insights: (1) gamers are more satisfied with the graphics quality on mobile devices, while they are more satisfied with the control quality on desktops, (2) the bitrate, frame rate, and network delay significantly affect the graphics and smoothness quality, and (3) the control quality only depends on the client type (mobile versus desktop). To the best of our knowledge, such user studies have never been done in the literature.
What happens when adaptive video streaming players compete in time-varying ba...Eswar Publications
Competition among adaptive video streaming players severely diminishes user-QoE. When players compete at a bottleneck link many do not obtain adequate resources. This imbalance eventually causes ill effects such as screen flickering and video stalling. There have been many attempts in recent years to overcome some of these problems. However, added to the competition at the bottleneck link there is also the possibility of varying network bandwidth which can make the situation even worse. This work focuses on such a situation. It evaluates current heuristic adaptive video players at a bottleneck link with time-varying bandwidth conditions. Experimental setup includes the TAPAS player and emulated network conditions. The results show PANDA outperforms FESTIVE, ELASTIC and the Conventional players.
Cloud Gaming Onward: Research Opportunities and OutlookAcademia Sinica
Cloud gaming has become increasingly more popular in the academia and the industry, evident by the large numbers of related research papers and startup companies. Some public cloud gaming services have attracted hundreds of thousands subscribers, demonstrating the initial success of cloud gaming services. Pushing the cloud gaming services forward, however, faces various challenges, which open up many research opportunities. In this paper, we share our views on the future cloud gaming research, and point out several research problems spanning over a wide spectrum of different directions: including distributed systems, video codecs, virtualization, human-computer interaction, quality of experience, resource allocation, and dynamic adaptation. Solving these research problems will allow service providers to offer high-quality cloud gaming services yet remain profitable, which in turn results in even more successful cloud gaming eco-environment. In addition, we believe there will be many more novel ideas to capitalize the abundant and elastic cloud resources for better gaming experience, and we will see these ideas and associated challenges in the years to come.
Bandwidth Estimation Techniques for Relative ‘Fair’ Sharing in DASHEswar Publications
In the adaptive video streaming (AVS) literature the term fair sharing has been used to describe equal amounts of bandwidth allocated to adaptive client players. However, we argue that even though bandwidth sharing is an important aspect in some problems the same does not apply to AVS. Here the term relative ‘fair’ sharing is more applicable. The reason is that videos have different quality levels and will require differing amounts of the bandwidth to satisfy their needs. A 90% to 10% sharing may be sufficient for two players, one with high demands and the other with low demands. A 50% sharing may lead the player with the high bandwidth demand to get too little of the needed bandwidth resource. In addition, channel conditions may lead to players requiring different amount of bandwidth. Again, the concept of fair sharing has to be extended to relative ‘fair’ sharing for such scenarios. Hence, bandwidth estimation techniques players use to estimate the network bandwidth is very important in segment selection. A player utilizes one of the many techniques to determine what share of the bandwidth it can utilize among competing players. In this paper we explore some of the techniques used in state of-the-art players in their attempt to obtain a ‘fair’ share of the network bandwidth.
Game development innovations like virtual reality and a higher level of internet penetration have made gaming more enjoyable and convenient. Further developments in technologies like blockchain eased asset exchanges within games. While gamers are thrilled to try new releases of their favorite games, game developers should continuously evolve their skills.
https://www.tycoonstory.com/business/game-development-trends-of-2021/
Use of Automation Codecs Streaming Video Applications Based on Cloud ComputingTELKOMNIKA JOURNAL
Streaming technology is currently experiencing a great progress. Faster internet more users streaming. Streaming services that exist today there are still weaknesses in both the upload speed, streaming speed and limited types of video extensions that can be played. To resolve these problems then made a video streaming service based local area network with a system of cloud computing that can work effectively in terms of upload speeds, streaming and variations in video formats. Video streaming application is classified as a service IaaS (Infrastructure as a Service Cloud) in cloud computing. On the use of streaming applications the user does not need to convert the video, with the purpose of uploading process can be faster and applications can play a variety of video formats.
A cloud gaming system based on user level virtualization and its resource sch...redpel dot com
A cloud gaming system based on user level virtualization and its resource scheduling.
for more ieee paper / full abstract / implementation , just visit www.redpel.com
Energy Efficient Multi-player Smartphone Gaming using 3D Spatial Subdivisioni...Anand Bhojan
With the advent of feature rich smartphone platforms such as Android and iOS, people can now enjoy a wide variety of applications
on-the-go. Among these applications, games are one of the most desired types. However, as bigger screens, faster CPUs and interfaces supporting higher bandwidth (WiFi, 3G, LTE) consume more power, battery lifetime becomes a bottleneck on such devices. In this paper, we present novel techniques that combine 3D spatial subdivisioning, Potentially Visible Set (PVS) and Visual Perception
based Localisation (VPL) methods to estimate the non-critical game states to save wireless interface energy with minimum processing penalty. Our techniques and algorithms are realised in a commercial game and can save up to 57% of wireless interface energy while retaining game play quality.
AN ADAPTIVE REMOTE DISPLAY FRAMEWORK TO IMPROVE POWER EFFICIENCY cscpconf
As computing performance and network technology have evolved, mobile device users can enjoy high quality multimedia more easily. Remote Display - the technology which mirrors the screen of one device to another device - allows handheld mobile devices to share their screen contents with larger-sized display devices such as TVs. However, there is general concern about high power consumption caused by complex computation for encoding and continuous data transmission in the mobile devices. In this paper, we present an adaptive remote display framework considering and utilizing the processing capability of display device. By supporting the Content Mirroring Mode, we can skip unnecessary steps and perform core activities to improve power efficiency and extend overall processing capability.
An Adaptive Remote Display Framework to Improve Power Efficiency csandit
As computing performance and network technology have evolved, mobile device users can enjoy
high quality multimedia more easily. Remote Display - the technology which mirrors the screen
of one device to another device - allows handheld mobile devices to share their screen contents
with larger-sized display devices such as TVs. However, there is general concern about high
power consumption caused by complex computation for encoding and continuous data
transmission in the mobile devices.
In this paper, we present an adaptive remote display framework considering and utilizing the
processing capability of display device. By supporting the Content Mirroring Mode, we can skip
unnecessary steps and perform core activities to improve power efficiency and extend overall
processing capability.
High Definition (HD) devices requires HD-videos for the effective uses of HD devices. However, it consists of some issues such as high storage capacity, limited battery power of high definition devices, long encoding time, and high computational complexity when it comes to the transmission, broadcasting and internet traffic. Many existing techniques consists these above-mentioned issues. Therefore, there is a need of an efficient technique, which reduces unnecessary amount of space, provides high compression rate and requires low bandwidth spectrum. Therefore, in the paper we have introduced an efficient video compression technique as modified HEVC coding based on saliency features to counter these existing drawbacks. We highlight first, on extracting features on the raw data and then compressed it largely. This technique makes our model powerful and provides effective performance in terms of compression. Our experiment results proves that our model provide better efficiency in terms of average PSNR, MSE and bitrate. Our experimental results outperforms all the existing techniques in terms of saliency map detection, AUC, NSS, KLD and JSD. The average AUC, NSS and KLD value by our proposed method are 0.846, 1.702 and 0.532 respectively which is very high compare to other existing technique.
How to Split Bills in the Odoo 17 POS ModuleCeline George
Bills have a main role in point of sale procedure. It will help to track sales, handling payments and giving receipts to customers. Bill splitting also has an important role in POS. For example, If some friends come together for dinner and if they want to divide the bill then it is possible by POS bill splitting. This slide will show how to split bills in odoo 17 POS.
Quantifying User Satisfaction in Mobile Cloud GamesAcademia Sinica
We conduct real experiments to quantify user satisfaction in mobile cloud games using a real cloud gaming system built on the open-sourced GamingAnywhere. We share our experiences in porting GamingAnywhere client to Android OS and perform extensive experiments on both the mobile and desktop clients. The experiment results reveal several new insights: (1) gamers are more satisfied with the graphics quality on mobile devices, while they are more satisfied with the control quality on desktops, (2) the bitrate, frame rate, and network delay significantly affect the graphics and smoothness quality, and (3) the control quality only depends on the client type (mobile versus desktop). To the best of our knowledge, such user studies have never been done in the literature.
What happens when adaptive video streaming players compete in time-varying ba...Eswar Publications
Competition among adaptive video streaming players severely diminishes user-QoE. When players compete at a bottleneck link many do not obtain adequate resources. This imbalance eventually causes ill effects such as screen flickering and video stalling. There have been many attempts in recent years to overcome some of these problems. However, added to the competition at the bottleneck link there is also the possibility of varying network bandwidth which can make the situation even worse. This work focuses on such a situation. It evaluates current heuristic adaptive video players at a bottleneck link with time-varying bandwidth conditions. Experimental setup includes the TAPAS player and emulated network conditions. The results show PANDA outperforms FESTIVE, ELASTIC and the Conventional players.
Cloud Gaming Onward: Research Opportunities and OutlookAcademia Sinica
Cloud gaming has become increasingly more popular in the academia and the industry, evident by the large numbers of related research papers and startup companies. Some public cloud gaming services have attracted hundreds of thousands subscribers, demonstrating the initial success of cloud gaming services. Pushing the cloud gaming services forward, however, faces various challenges, which open up many research opportunities. In this paper, we share our views on the future cloud gaming research, and point out several research problems spanning over a wide spectrum of different directions: including distributed systems, video codecs, virtualization, human-computer interaction, quality of experience, resource allocation, and dynamic adaptation. Solving these research problems will allow service providers to offer high-quality cloud gaming services yet remain profitable, which in turn results in even more successful cloud gaming eco-environment. In addition, we believe there will be many more novel ideas to capitalize the abundant and elastic cloud resources for better gaming experience, and we will see these ideas and associated challenges in the years to come.
Bandwidth Estimation Techniques for Relative ‘Fair’ Sharing in DASHEswar Publications
In the adaptive video streaming (AVS) literature the term fair sharing has been used to describe equal amounts of bandwidth allocated to adaptive client players. However, we argue that even though bandwidth sharing is an important aspect in some problems the same does not apply to AVS. Here the term relative ‘fair’ sharing is more applicable. The reason is that videos have different quality levels and will require differing amounts of the bandwidth to satisfy their needs. A 90% to 10% sharing may be sufficient for two players, one with high demands and the other with low demands. A 50% sharing may lead the player with the high bandwidth demand to get too little of the needed bandwidth resource. In addition, channel conditions may lead to players requiring different amount of bandwidth. Again, the concept of fair sharing has to be extended to relative ‘fair’ sharing for such scenarios. Hence, bandwidth estimation techniques players use to estimate the network bandwidth is very important in segment selection. A player utilizes one of the many techniques to determine what share of the bandwidth it can utilize among competing players. In this paper we explore some of the techniques used in state of-the-art players in their attempt to obtain a ‘fair’ share of the network bandwidth.
Game development innovations like virtual reality and a higher level of internet penetration have made gaming more enjoyable and convenient. Further developments in technologies like blockchain eased asset exchanges within games. While gamers are thrilled to try new releases of their favorite games, game developers should continuously evolve their skills.
https://www.tycoonstory.com/business/game-development-trends-of-2021/
Use of Automation Codecs Streaming Video Applications Based on Cloud ComputingTELKOMNIKA JOURNAL
Streaming technology is currently experiencing a great progress. Faster internet more users streaming. Streaming services that exist today there are still weaknesses in both the upload speed, streaming speed and limited types of video extensions that can be played. To resolve these problems then made a video streaming service based local area network with a system of cloud computing that can work effectively in terms of upload speeds, streaming and variations in video formats. Video streaming application is classified as a service IaaS (Infrastructure as a Service Cloud) in cloud computing. On the use of streaming applications the user does not need to convert the video, with the purpose of uploading process can be faster and applications can play a variety of video formats.
A cloud gaming system based on user level virtualization and its resource sch...redpel dot com
A cloud gaming system based on user level virtualization and its resource scheduling.
for more ieee paper / full abstract / implementation , just visit www.redpel.com
Energy Efficient Multi-player Smartphone Gaming using 3D Spatial Subdivisioni...Anand Bhojan
With the advent of feature rich smartphone platforms such as Android and iOS, people can now enjoy a wide variety of applications
on-the-go. Among these applications, games are one of the most desired types. However, as bigger screens, faster CPUs and interfaces supporting higher bandwidth (WiFi, 3G, LTE) consume more power, battery lifetime becomes a bottleneck on such devices. In this paper, we present novel techniques that combine 3D spatial subdivisioning, Potentially Visible Set (PVS) and Visual Perception
based Localisation (VPL) methods to estimate the non-critical game states to save wireless interface energy with minimum processing penalty. Our techniques and algorithms are realised in a commercial game and can save up to 57% of wireless interface energy while retaining game play quality.
AN ADAPTIVE REMOTE DISPLAY FRAMEWORK TO IMPROVE POWER EFFICIENCY cscpconf
As computing performance and network technology have evolved, mobile device users can enjoy high quality multimedia more easily. Remote Display - the technology which mirrors the screen of one device to another device - allows handheld mobile devices to share their screen contents with larger-sized display devices such as TVs. However, there is general concern about high power consumption caused by complex computation for encoding and continuous data transmission in the mobile devices. In this paper, we present an adaptive remote display framework considering and utilizing the processing capability of display device. By supporting the Content Mirroring Mode, we can skip unnecessary steps and perform core activities to improve power efficiency and extend overall processing capability.
An Adaptive Remote Display Framework to Improve Power Efficiency csandit
As computing performance and network technology have evolved, mobile device users can enjoy
high quality multimedia more easily. Remote Display - the technology which mirrors the screen
of one device to another device - allows handheld mobile devices to share their screen contents
with larger-sized display devices such as TVs. However, there is general concern about high
power consumption caused by complex computation for encoding and continuous data
transmission in the mobile devices.
In this paper, we present an adaptive remote display framework considering and utilizing the
processing capability of display device. By supporting the Content Mirroring Mode, we can skip
unnecessary steps and perform core activities to improve power efficiency and extend overall
processing capability.
High Definition (HD) devices requires HD-videos for the effective uses of HD devices. However, it consists of some issues such as high storage capacity, limited battery power of high definition devices, long encoding time, and high computational complexity when it comes to the transmission, broadcasting and internet traffic. Many existing techniques consists these above-mentioned issues. Therefore, there is a need of an efficient technique, which reduces unnecessary amount of space, provides high compression rate and requires low bandwidth spectrum. Therefore, in the paper we have introduced an efficient video compression technique as modified HEVC coding based on saliency features to counter these existing drawbacks. We highlight first, on extracting features on the raw data and then compressed it largely. This technique makes our model powerful and provides effective performance in terms of compression. Our experiment results proves that our model provide better efficiency in terms of average PSNR, MSE and bitrate. Our experimental results outperforms all the existing techniques in terms of saliency map detection, AUC, NSS, KLD and JSD. The average AUC, NSS and KLD value by our proposed method are 0.846, 1.702 and 0.532 respectively which is very high compare to other existing technique.
How to Split Bills in the Odoo 17 POS ModuleCeline George
Bills have a main role in point of sale procedure. It will help to track sales, handling payments and giving receipts to customers. Bill splitting also has an important role in POS. For example, If some friends come together for dinner and if they want to divide the bill then it is possible by POS bill splitting. This slide will show how to split bills in odoo 17 POS.
This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
The Art Pastor's Guide to Sabbath | Steve ThomasonSteve Thomason
What is the purpose of the Sabbath Law in the Torah. It is interesting to compare how the context of the law shifts from Exodus to Deuteronomy. Who gets to rest, and why?
EFFICIENT CLOUD GAMING SCHEME USING SCENE OBJECTS ADAPTATION
1. International Journal of Computer Science & Information Technology (IJCSIT) Vol 9, No 2, April 2017
DOI:10.5121/ijcsit.2017.9215 165
EFFICIENT CLOUD GAMING SCHEME USING SCENE
OBJECTS ADAPTATION
Ahmad A. Mazhar
Department of Computer Science, Saudi Electronic University, Taif Branch, KSA
ABSTRACT
The last decade witnessed wide-spread of internet and on-line gaming. Improving the broadband
limitations is considered one of the most important factors that led to this extent. The recently huge usage
of internet applications and games also led to grow up more the usage of handhelds and smart phones as
well. This improvement of internet speed with the limitations of the smart end devices led to rely more on
processing games away from these limited devices to robust processing centers in a technique so-called
Cloud Gaming. The growth of players number and game content request new ideas of bit rate reduction of
the streaming video of these on-line games. In this paper, a new technique has been proposed to reduce the
requirements needed by scene customization encoding with negligible impact on playing quality..
KEYWORDS
Cloud Gaming, DSIS, Content Adaptation, H.265, Video Encoding, Video Streaming
1. INTRODUCTION
The term Cloud Gaming is upcoming to be one of the most important terms in on-line gaming as
it implements cloud computing benefits for gaming. The idea behind cloud gaming is by running
the game as real-time application on away gaming centers while streaming the needed
requirements to the user’s limited device [1, 2]. The user’s device are only required to process a
specific amount of data that reflects user’s reactions to the game. The huge amount of data
processing such as 3D graphics rendering, are not necessary to be done on the client’s device [3].
The streaming of a game can be done typically by streaming objects and graphics to the player
along with updated messages. This approach consumes a lot of bandwidth and needs higher
requirements for users’ devices. Another way is done by encoding the game as a video stream
before it is communicated with users. The third approach depends on streaming game video and
the content graphics in hybrid technique. All previous approaches are considered efficient but
require high hardware specifications by the end-user [4].
The new trend of on-line gaming and the term of cloud gaming is to minimize dependency on the
end-user hardware. The end-user should not tolerate the huge amount of processing on his/her
device. A high-speed internet connection is the only thing that the end-user needs to have.
Fortunately, the vast broadband improvement makes this requirement available in different places
around the world [5, 6, 7].
According to this technique, end-user needs only to send control inputs of a game to the game
server and receives the game video on his own device. The game texture is encrypted and sent to
the user as an encrypted video sequence. In this case, the game server on the cloud performs the
time consuming processes such as video compression and objects rendering. Thus, high internet
speed and ability of high quality video display are the only requirements by the user side.
However, new platforms are needed to be designed for these upcoming techniques [8, 9, 10].
2. International Journal of Computer Science & Information Technology (IJCSIT) Vol 9, No 2, April 2017
166
The new video gaming trend deals with the game as a video sequence not as a game and can be
called as a Game as Video technique. The game as video technique provides also more
advantages than only less hardware requirements by user. The use of console gaming is not
required where users need only to deal with a video sequence with only relatively cheap
controllers such as joystick. Users should only have a device to display video with ports for such
controller, if needed, and no need for updating consoles or spending money on buying game
discs. In this case, user’s device can be a smartphone, tablet or any other device with video
displaying ability.
Even though the computer gaming has grown up hugely, the number of mobile gamers has
increased throughout the forgoing years. That indicates on the increasing of the importance of
exploiting this field by game developers. In the current market, there are many cloud gaming
services available. Some of these services depend on PCs with a window application such as
OnLive. However, some PCs services depends on a web application as in GaiKai [11]. Modern
services such as GameNow and PSNow became more competitive in this field of gaming [12, 13,
14, 15]. TV accesses services that are more modern, which use special connectors and controllers
to make users able to play by just connecting these TVs to the Internet without needing a game
console. However, the most modern and widespread services depend on mobiles with cloud
gaming. This is one of the most important and updated services that will have more focus in the
future. Based on the wide spread of smart phones in addition to the increased number of mobile
gamers, cloud gaming using mobiles and handheld computers became more popular and easy to
use by users. Only in the USA, the number of mobile gamers raised from 78 million in 2009 to
181 million in 2016. These numbers are very important indicators on the fast growth of mobile
game players and led to consider this growth as the fastest in the field of digital gaming. In the
business market, the mobile gaming has been under the focus of game developers and industry
observers. According to the ABI research report, the mobile gaming revenues will grow to more
than 20 billion USD by the end of 2017. Since both industry and technology indicated that online
gaming is an active and potential upcoming field, the mobile gaming will grow more and is
getting much popular. As a result, the cloud gaming is expected to become more usable because it
decreases the usage of hardware required by user. One more important factor is the decreasing of
gaming cost as the user can deal with the game developer directly.
As cloud gaming provides many benefits by reducing hardware required to run a game and
increasing revenue for developers, unfortunately, some problems advanced while applying this
technique. Bandwidth limitations and transmission latency affected poorly on the quality of the
service. This problem occurs as the most parts of rendering are done on the cloud and not on the
user’s device as in the conventional way. This increases demanding on video game streaming and
then the more bandwidth consuming and more network resources needed. As a result, the network
limitations will play an important factor on the game quality and enjoyment.
In this paper, a novel algorithm is introduced to control the bit rate streaming. The devised
algorithm focuses on adapting the content of a game scene to reduce the amount of data required
to be sent by selecting partial contents of the game scene. Reducing the amount of non-effective
objects that need to be transmitted will save network bandwidth and processing time.
The paper is organized as follows: section II presented a survey of the previous works in the
literature. Section III discusses the proposed algorithm with description. Intensive experiments
with result analysis are shown in section IV. Finally the paper is concluded in section V.
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2. PREVIOUS WORKS
As a game can be streamed as a video sequence in the game video technique, there is a need to
adapt this sequence and to be able to implement it in different environments. In [16], a new
methodology to improve player’s satisfaction is presented. The proposed mechanism adjusts the
game parameters in a real time manner to improve the entertainment for the player. A commercial
analysis of NVIDIA GeForce NOW game streaming is conducted in [17]. The analysis highlights
the problems of network limitations and proposed an adaption mechanism of game streaming
considering the end user network constraints. An empirical study to evaluate playing quality is
conducted and concludes that new future video encoding adaption strategies can be
recommended. In [18], a variant of Temporal Coherence Learning with geometric step size
changing was proposed. They showed its algorithm outperformed other ones with constant
change of step size. Some new researches focused on the cloud computing as an important factor
on speeding-up on-line video gaming. In [19], the paper minimized the end-to-end distortion of
real-time communication of the video and devised a new technique to minimize the loss of rate
approximation and source rate control. In [20], a depth analysis of many factors that affect game
players have been studied and analyzed. As a result, a high accurate player experience was
predicted for both long and short game segments. As the cloud computing is increasingly used in
different computing areas, cloud gaming is also becoming an insistent to solve huge number of
thin clients who use online gaming. In this circumstance many techniques were proposed and
devised to improve cloud gaming. A new request dispatching algorithm was proposed in [21].
The algorithm assigns the required requests after predicting ending times of a game session. The
predictions were conducted using neural network algorithm. In [22], authors presented a new
technique based on live rendering. The rendering supports inter-frame and intra-frame
compression. This technique reduced the demanding on the bandwidth and gained bandwidth
saving up to 73% compared to raw graphics streaming. In [23], a new algorithm to enhance the
cloud gaming platform was proposed. The algorithm considered problems in current cloud
gaming platforms such as supporting reconfiguration of video codecs dynamically. One important
result of the algorithm is maximizing average gamer experience. An extended work of the
previous technique called “CloudUnion” was presented in [24]. The work studied in-depth the
previous technique and its internal mechanism to solve hidden problems in other systems. An
intensive comparison study was conducted with a cloud gaming systems so-called
“GamingAnywhere”. The work results showed important factors on infrastructure and user
behavior that should be taken into consideration when designing a cloud gaming approach. In
[25], a hybrid cluster new technique depends on the user-level virtualization was proposed.
Firstly, according to resource consumption, they put games in two types: CPU-critical and
memory-critical. Secondly, several scheduling strategies were tested and the best scenarios were
recommended to be used.
Wireless networks became more popular during last few years. These wireless network
technologies have to become implementable for the modern multimedia applications. Video
streaming and cloud gaming are the most popular techniques that are being used over the
networks nowadays. To update wireless technologies to be able to implement such techniques,
many works were proposed. In [26], a new application was presented. The idea focused mainly
on error correction over TCP in wireless networks. They analyzed the frame-level distortion and
then proposed a new joint distortion estimation solution. The proposed technique showed
improvement on the quality of video streaming. In [27], an extended application-layer error
correction-coding framework was proposed and improved. Using simulation of real-time gaming,
the proposed solution was able to reduce frame rate drops and the random loss of packets.
Many ideas were proposed in the literature on the cloud gaming. However, few ideas were on the
idea of game texture adaptation. This work, in the next section, proposes a new idea on adapting
the video of a game to reduce resources and bandwidth consumption.
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3. PROPOSED ALGORITHM
The main idea behind this proposed idea is to render the effective 3D game objects on the cloud
instead of render it on the client side. Once the game objects are rendered and encoded on the
cloud with higher computer specifications, the clients are required only to receive a standard
encoded video stream and decode it in order to display on their screens. Therefore, we devised a
new idea to take down the streamed bit rate by embedding a fast encoding algorithm [28] and to
reduce encoding time by adapting the game scene. The idea based mainly on reducing the scene
contents by eliminating the non-effective objects. This content reduction will decrease both
rendering and encoding time. Also, it will minimize the required bit rate needed to be transmitted
between cloud and clients. The rendering and encoding techniques are run on the server as a
cloud gaming approach. The proposed encoding technique in [28] is recommended to be used for
faster encoding process. This is done by capturing a video scene and encode it on the cloud, then
transmit it to the client. The excluding of less important contents in a game scene depends mainly
on the player’s actions and events. Determining of these important actions are recorded and
captured by sensing player’s actions in each frame then prepare a dynamic list of important scene
contents. The auto-generated list of all objects is updated and sorted dynamically to give the
highest priority to the objects that are being used more by the player. The most important contents
that were noticed by our analysis stage were expected to be important in player decision, such as:
avatar, gun, monster in attack and other dynamic objects. Lesser-used objects are given lower
priority; the objects may contain background, sky, terrain and other complementary objects in the
scene. After determining the content and ordering objects according to its importance, a set of
parameters are specified to give criteria on what objects to be included in the rendering process.
The criteria based mainly on the specifications of the network capability and the end-user device
specification.
The proposed algorithm shows a combination of a fast encoding technique [28] with the proposed
object adaptation technique. As the adopted encoding algorithm is already more-rapidly, and it is
proposed to be run by the cloud, the encoding time became faster and acceptable for cloud
gaming. In addition, the adaption technique gives more flexibility to choose the important objects
depending on the resources available. As a result, these considerations will guarantee the optimal
player experience depending on the network and devices available. The proposed algorithm
proceeds as in the following outline.
Object adaptation algorithm:
1. Sensing player’s actions on the game.
2. Using sensed of actions, build/update a priority list of important objects in the content by
sensing objects that have been used higher by user.
3. According to player’s network and device capabilities, determine the most important
objects to share from cloud to player.
4. Using technique in [28], encode objects that were selected in Step 3.
5. Append encoded objects to the scene and stream to the player.
6. If game is still on, go to Step 1.
The proposed algorithm shows that the priority list is dynamic and updated automatically each a
set of frames. This leads to keep sensing the player’s actions and guarantees to determine the
importance of the objects related to the scene. Moreover, high content scenes will focus on the
most important objects that affect the player experience with minimum resources consumption.
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4. EXPERIMENTS AND ANALYSIS
The proposed algorithm has been evaluated using Call of Duty game as it is considered one of the
most popular game in the world [29]. The proposed algorithm has been implemented to create a
priority list of objects in the game scenes. The highest priority objects have been encoded,
rendered and appended to the game stream. Some of the scene components were not selected and
have been eliminated as they do not affect player decisions. For example, some details of the
terrain and sky are not necessary while a player is standing and shooting on target. Figure 1,
shows three original and adapted scenes captured from the game during actual playing.
Figure 1. Original and adapted scenes
As seen in figure 1, the irrelevant components that do not affect player decision have been
eliminated. The game was played for 60 seconds, the playing scene was being captured using
Fraps [30] with 30 fps and 1024×920 pixels resolutions. The captured sequences were encoded
using [28] with the parameters shown in Table 1. The encoding algorithm and parameters were
chosen as they give high compression performance with acceptable encoding time.
Table 1 Encoding settings
Name of the Parameter Value
No. of references 5
No. of encoded frames 150
Motion vector search range 16
Motion vector resolution 1/4
Quantization parameter 28, 36
RDO On
GOP IPPP
Bit rate 1 Mbps
After the proposed algorithm was run, it showed interesting improvements on both encoding time
and streaming bit rate. The gained results were computed and compared to the original video
stream. The compares are shown in Table 2.
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Table 2 Comparison between original and adapted videos
Original
Video
Adapted Video
Percentage of
Decrement
Average streaming bit rate 1172.5 Kbps 844.7 Kbps 27.9%
Average Encoding time per
Frame
56.3 ms 27.8 ms 50.6%
As seen in Table 2, the streaming bit rate of the adapted video is decreased by a rate of 27.9%
compared to the original one. In addition, the average encoding time is decreased from 56.3 ms in
the original video to 27.8 ms in the adapted video by a rate of 50.6%. Even though the saving in
both streaming bit rate and encoding time are significant, these savings are expected to be more
effective on the cloud as hundreds or thousands of players are served.
The encoding time is a significant factor while encoding real time games. However, combining
fast encoding time with an efficient adaption technique will lead to lower bit rate and then
reduced bandwidth requirements. The adapted video with fast encoding technique gives an
important contribution in the field of cloud gaming. As any small amount of bit rate reduction or
encoding time saving lead to massive saving on the cloud because the huge number of clients.
5. CONCLUSION
A fast object adaptation technique for cloud gaming was presented. The idea of selecting the
important objects in the gaming scene was exploited to eliminate less important and effective
objects. Experimental results showed that the proposed technique succeeds to reduce both bit rate
and encoding time by rates of 27.9% and 50.6% respectively. The proposed adaptation technique
is combined to a previous proposed fast encoding technique to achieve higher bit rate reduction
and network bandwidth saving.
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AUTHOR
Ahmad A. Mazhar was born in Amman, Jordan in 1980. He has been a member of the
College of Computing and Informatics at Saudi Electronic University since 2015. He has
more than eight years of academic experience. He received his Ph.D. in 2013 from De
Montfort University, UK; his Master’s degree in computer science from Al- Balqa' Applied
University, Salt, Jordan; and his Bachelor’s degree in computer science from Al-Zaytoonah
University, Amman, Jordan.