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.
Games on demand, a.k.a., cloud gaming, refers to a new way to deliver computer games to users, where computationally complex games are executed and rendered on powerful cloud servers rather than local computing devices. In this talk, I will give an overview of the challenges in developing cloud gaming systems, what we have done, and what remains to do. I will start from GamingAnywhere, an open-source cloud gaming system, followed by a number of studies based on the system. Finally I will conclude the talk with open issues in providing highly real-time and high-definition audio/visual quality multimedia experience (e.g., in the form of gaming and virtual reality).
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.
Are All Games Equally Cloud-Gaming-Friendly? An Electromyographic ApproachAcademia Sinica
Cloud gaming makes any computer game playable on a thin client without worrying the hardware requirements as before. It frees players from the need to constantly upgrade their computers as they can now play games that host on remote servers with a broadband Internet connection and a thin client. However, cloud games are intrinsically more susceptible to latency than online games because game graphics are rendered on server nodes and thin clients do not possess game state information that is required by delay compensation techniques.
In this paper, we investigate how the response latency would affect users' experience when playing games on clouds and how the impact of latency on players' experience varies across different games. We show that not all games are equally friendly to cloud gaming. The same degree of latency may have very different impact on a game's quality of experience depending on the game's real-time strictness. We thus develop a model that can predict a game's real-time strictness based on the rate of players' inputs and game screen dynamics. The model can be used to enhance players' experience in cloud gaming and optimize data center operation cost simultaneously.
Understanding The Performance of Thin-Client GamingAcademia Sinica
The thin-client model is considered a perfect fit for online gaming. As modern games normally require tremendous computing and rendering power at the game client, deploying games with such models can transfer the burden of hardware upgrades from players to game operators. As a result, there are a variety of solutions proposed for thin-client gaming today. However, little is known about the performance of such thinclient systems in different scenarios, and there is no systematic means yet to conduct such analysis.
In this paper, we propose a methodology for quantifying the performance of thin-clients on gaming, even for thin-clients which are close-sourced. Taking a classic game, Ms. Pac-Man, and three popular thin-clients, LogMeIn, TeamViewer, and UltraVNC, as examples, we perform a demonstration study and determine that 1) display frame rate and frame distortion are both critical to gaming; and 2) different thin-client implementations may have very different levels of robustness against network impairments. Generally, LogMeIn performs best when network conditions are reasonably good, while TeamViewer and UltraVNC are the better choices under certain network conditions.
Cloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raises the bars to setting up testbeds for experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which is to the best of our knowledge the first open cloud gaming system. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other OS's, including iOS and Android. We conduct extensive experiments to evaluate the performance of GamingAnywhere, and compare it against two well-known cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is efficient and provides high responsiveness and video quality. For example, GamingAnywhere yields a per-frame processing delay of 34 ms, which is 3+ and 10+ times shorter than OnLive and StreamMyGame, respectively. Our experiments also reveal that all these performance gains are achieved without the expense of higher network loads; in fact, GamingAnywhere incurs less network traffic. The proposed GamingAnywhere can be employed by the researchers, game developers, service providers, and end users for setting up cloud gaming testbeds, which, we believe, will stimulate more research innovations on cloud gaming systems.
GamingAnywhere is now publicly available at http://gaminganywhere.org.
RapidFire - the Easy Route to low Latency Cloud Gaming Solutions - AMD at GDC14AMD Developer Central
Learn more about how AMD’s RapidFire SDK simplifies the delivery of multi-game streaming from a single GPU while minimizing latency to ensure one of the best cloud gaming experiences in this presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Also view this and other presentations on our developer website at http://developer.amd.com/resources/documentation-articles/conference-presentations/
Mobile Cloud Computing for Games - Gamelet Anand Bhojan
In recent years, cloud computing services have been increasing in greater pace. High penetration rate of mobile devices and resource limited devices escalate the demand for cloud services further. Even though the cloud industry continues to grow exponentially, the cloud gaming service has been left behind due to the limitations in today's technology. There are three well known reasons for the slower growth - latency, server scalability (esp. bandwidth) and lack of game data at client side to use latency hiding and synchronisation techniques such as Dead-reckoning. 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.
Games on demand, a.k.a., cloud gaming, refers to a new way to deliver computer games to users, where computationally complex games are executed and rendered on powerful cloud servers rather than local computing devices. In this talk, I will give an overview of the challenges in developing cloud gaming systems, what we have done, and what remains to do. I will start from GamingAnywhere, an open-source cloud gaming system, followed by a number of studies based on the system. Finally I will conclude the talk with open issues in providing highly real-time and high-definition audio/visual quality multimedia experience (e.g., in the form of gaming and virtual reality).
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.
Are All Games Equally Cloud-Gaming-Friendly? An Electromyographic ApproachAcademia Sinica
Cloud gaming makes any computer game playable on a thin client without worrying the hardware requirements as before. It frees players from the need to constantly upgrade their computers as they can now play games that host on remote servers with a broadband Internet connection and a thin client. However, cloud games are intrinsically more susceptible to latency than online games because game graphics are rendered on server nodes and thin clients do not possess game state information that is required by delay compensation techniques.
In this paper, we investigate how the response latency would affect users' experience when playing games on clouds and how the impact of latency on players' experience varies across different games. We show that not all games are equally friendly to cloud gaming. The same degree of latency may have very different impact on a game's quality of experience depending on the game's real-time strictness. We thus develop a model that can predict a game's real-time strictness based on the rate of players' inputs and game screen dynamics. The model can be used to enhance players' experience in cloud gaming and optimize data center operation cost simultaneously.
Understanding The Performance of Thin-Client GamingAcademia Sinica
The thin-client model is considered a perfect fit for online gaming. As modern games normally require tremendous computing and rendering power at the game client, deploying games with such models can transfer the burden of hardware upgrades from players to game operators. As a result, there are a variety of solutions proposed for thin-client gaming today. However, little is known about the performance of such thinclient systems in different scenarios, and there is no systematic means yet to conduct such analysis.
In this paper, we propose a methodology for quantifying the performance of thin-clients on gaming, even for thin-clients which are close-sourced. Taking a classic game, Ms. Pac-Man, and three popular thin-clients, LogMeIn, TeamViewer, and UltraVNC, as examples, we perform a demonstration study and determine that 1) display frame rate and frame distortion are both critical to gaming; and 2) different thin-client implementations may have very different levels of robustness against network impairments. Generally, LogMeIn performs best when network conditions are reasonably good, while TeamViewer and UltraVNC are the better choices under certain network conditions.
Cloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raises the bars to setting up testbeds for experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which is to the best of our knowledge the first open cloud gaming system. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other OS's, including iOS and Android. We conduct extensive experiments to evaluate the performance of GamingAnywhere, and compare it against two well-known cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is efficient and provides high responsiveness and video quality. For example, GamingAnywhere yields a per-frame processing delay of 34 ms, which is 3+ and 10+ times shorter than OnLive and StreamMyGame, respectively. Our experiments also reveal that all these performance gains are achieved without the expense of higher network loads; in fact, GamingAnywhere incurs less network traffic. The proposed GamingAnywhere can be employed by the researchers, game developers, service providers, and end users for setting up cloud gaming testbeds, which, we believe, will stimulate more research innovations on cloud gaming systems.
GamingAnywhere is now publicly available at http://gaminganywhere.org.
RapidFire - the Easy Route to low Latency Cloud Gaming Solutions - AMD at GDC14AMD Developer Central
Learn more about how AMD’s RapidFire SDK simplifies the delivery of multi-game streaming from a single GPU while minimizing latency to ensure one of the best cloud gaming experiences in this presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Also view this and other presentations on our developer website at http://developer.amd.com/resources/documentation-articles/conference-presentations/
Mobile Cloud Computing for Games - Gamelet Anand Bhojan
In recent years, cloud computing services have been increasing in greater pace. High penetration rate of mobile devices and resource limited devices escalate the demand for cloud services further. Even though the cloud industry continues to grow exponentially, the cloud gaming service has been left behind due to the limitations in today's technology. There are three well known reasons for the slower growth - latency, server scalability (esp. bandwidth) and lack of game data at client side to use latency hiding and synchronisation techniques such as Dead-reckoning. 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.
Cloud Gaming Architectures: From Social to Mobile to MMOAWS Germany
October 21st 2015, Cloud Gaming Architectures: From Social to Mobile to MMO, Mark Bate
Das AWS Pop-up Loft in Berlin ist nur für kurze Zeit geöffnet. Vom 15.10. bis 13.11.2015 haben Sie die einmalige Gelegenheit Teil von etwas Besonderem zu sein. Werden Sie jetzt kostenlos Loft Member und erhalten Sie exklusiven Zugang zu den attraktiven Loft-Angeboten. http://aws.amazon.com/de/start-ups/loft/de-loft/
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.
Gaming on demand is a game service which takes advantage of a broadband connection, large server clusters, encryption and compression to stream game content to a subscriber's device. Users can play games without downloading or installing the actual game. Game content is not stored on the user's hard drive and game code execution occurs primarily at the server cluster, so the subscriber can use a less powerful computer to play the game than the game would normally require, since the server does all performance-intensive operations usually done by the end user's computer.
To Know More: https://en.wikipedia.org/wiki/Cloud_gaming
Cloud Computing and the Gaming Industry - ProfitBricks TalkProfitBricks
Cloud Computing is transforming the Gaming Industry and providing numerous benefits for organizations that migrate their development, testing and production systems to the Cloud. In this talk, Axel Herr, COO of ProfitBricks, the world's Price/Performance leader in Cloud Computing IaaS shares his unique insight from 30+ years in the IT/Gaming industry and why Cloud Computing makes gaming companies more agile and have lower costs. ProfitBricks is the only Cloud Computing provider to offer InfiniBand based networking free of charge and these 80 Gbps connections between servers and between servers and storage provide HPC (High Performance Computing) like networking speeds with low latency.
Stream games and apps to any device. Use public cloud services like AWS. Utilizing desktop class GPU from Nvidia or AMD to offer full HD game streaming service.
Introducing GeForce NOW, a new game streaming service that is like Netflix for games. Learn about the benefits, technology and roadmap that will transform how video games are played.
XPDS13: Performance Optimization on Xen-based Android Device - Jack Ren, Inte...The Linux Foundation
Mobile devices, such as smart phones and tablets, are becoming de-facto everyday computing and communication devices, virtualization can bring additional benfits to mobile devices for both security and manageability. IT department may use hypervisor, as a highly secure solution, to manage autherized mobile devices, such as for network traffic monitoring, filtering, scan (for virus detection), and/or OS update/patching even when the guest OS becomes completely dead. We insert Xen to the mobile OS Android to deprivilege Android as guest for security and manageability purpose. However, the usage case of mobile device is quit different with that of server, for example mobile devices runs completely different benchmarks (mostly multimedia focused) vs. that in server (mostly responsiveness focused). We analyze the gap of Xen as a mobile hypervisor and present how we improve the performance.
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.
Research on cloud gaming: status and perspectivesGwendal Simon
Cloud gaming is seen as a major driver for future gaming business. However, cloud gaming is also a big challenge regarding the technical aspects. Researchers have worked on the area in the recent years. This presentation provides a tour on the research activities in the area. We make a focus on network latency aspects. We provide all along the presentation some research challenges.
Crossing platforms: bringing call of duty to mobile – Unite Copenhagen 2019Unity Technologies
To have the same game experience from one platform to another is no easy task, but just imagine the risks and challenges when it's a blockbuster hit like Call of Duty. These slides share a behind-the-scenes look at the challenges and steps Activision and Tencent took to develop Call of Duty for mobile, with a particular focus on how to optimize the mobile gaming experience. You'll also see how Samsung's Galaxy GameDev team supported Tencent to bring high fidelity and stable performance to the gaming experience with Vulkan and Adaptive Performance by Unity.
Speakers:
Jungwoo Kim - Samsung
Anton Syniavskyi - Samsung
Watch the session on YouTube: https://youtu.be/r-kICWS-XWI
Samsung will present the challenges of creating a dual-Android platform on the Nexus 10 using Xen on ARM. Running two copies of Android is a strong use-case to satisfy the security needs for BYOD (Bring Your Own Device), where one Android can be designated as “work” and is secure and isolated from the users “home” Android. Achieving a good user-experience in both Android is essential for this technology to succeed commercially. The Nexus 10 has ARM Cortex A15 processors. For a good user-experience, both Android need high-performance GPU-accelerated graphics which demand high throughput and low latency. Samsung will discuss the issues encountered using Xen on a mobile device in this demanding use-case, and how the changes for Xen for mobile can be contributed into the community.
It Doesn't Have to Be Hard: How to Fix Your Performance WoesIntel® Software
Maximize your game performance on a wide range of hardware. Learn how to use Intel® GPA to identify and quantify common performance bottlenecks, mitigate them, and validate optimizations.
XPDS13: XenGT - A software based Intel Graphics Virtualization Solution - Hai...The Linux Foundation
GPU virtualization has become an increasingly important requirement for client virtualization and cloud. Significant challenges exists realizing the multiplexing of graphics, media and compute workloads from multiple VMs and achieving the goals of being fully functional, high performance and secure. In this presentation, we will first review existing graphics virtualization technologies, and then introduce how XenGT - an open source solution from Intel - approaches differently. Broad functionality and good performance is achieved by accelerating the native OS graphics stack in each VM with minimum hypervisor intervention. A software mediator ensures the secure multiplexing of workloads from the multiple VMs by managing the scheduling of VMs on the GPU and controlling access to privileged resources and operations.
Cloud Gaming Architectures: From Social to Mobile to MMOAWS Germany
October 21st 2015, Cloud Gaming Architectures: From Social to Mobile to MMO, Mark Bate
Das AWS Pop-up Loft in Berlin ist nur für kurze Zeit geöffnet. Vom 15.10. bis 13.11.2015 haben Sie die einmalige Gelegenheit Teil von etwas Besonderem zu sein. Werden Sie jetzt kostenlos Loft Member und erhalten Sie exklusiven Zugang zu den attraktiven Loft-Angeboten. http://aws.amazon.com/de/start-ups/loft/de-loft/
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.
Gaming on demand is a game service which takes advantage of a broadband connection, large server clusters, encryption and compression to stream game content to a subscriber's device. Users can play games without downloading or installing the actual game. Game content is not stored on the user's hard drive and game code execution occurs primarily at the server cluster, so the subscriber can use a less powerful computer to play the game than the game would normally require, since the server does all performance-intensive operations usually done by the end user's computer.
To Know More: https://en.wikipedia.org/wiki/Cloud_gaming
Cloud Computing and the Gaming Industry - ProfitBricks TalkProfitBricks
Cloud Computing is transforming the Gaming Industry and providing numerous benefits for organizations that migrate their development, testing and production systems to the Cloud. In this talk, Axel Herr, COO of ProfitBricks, the world's Price/Performance leader in Cloud Computing IaaS shares his unique insight from 30+ years in the IT/Gaming industry and why Cloud Computing makes gaming companies more agile and have lower costs. ProfitBricks is the only Cloud Computing provider to offer InfiniBand based networking free of charge and these 80 Gbps connections between servers and between servers and storage provide HPC (High Performance Computing) like networking speeds with low latency.
Stream games and apps to any device. Use public cloud services like AWS. Utilizing desktop class GPU from Nvidia or AMD to offer full HD game streaming service.
Introducing GeForce NOW, a new game streaming service that is like Netflix for games. Learn about the benefits, technology and roadmap that will transform how video games are played.
XPDS13: Performance Optimization on Xen-based Android Device - Jack Ren, Inte...The Linux Foundation
Mobile devices, such as smart phones and tablets, are becoming de-facto everyday computing and communication devices, virtualization can bring additional benfits to mobile devices for both security and manageability. IT department may use hypervisor, as a highly secure solution, to manage autherized mobile devices, such as for network traffic monitoring, filtering, scan (for virus detection), and/or OS update/patching even when the guest OS becomes completely dead. We insert Xen to the mobile OS Android to deprivilege Android as guest for security and manageability purpose. However, the usage case of mobile device is quit different with that of server, for example mobile devices runs completely different benchmarks (mostly multimedia focused) vs. that in server (mostly responsiveness focused). We analyze the gap of Xen as a mobile hypervisor and present how we improve the performance.
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.
Research on cloud gaming: status and perspectivesGwendal Simon
Cloud gaming is seen as a major driver for future gaming business. However, cloud gaming is also a big challenge regarding the technical aspects. Researchers have worked on the area in the recent years. This presentation provides a tour on the research activities in the area. We make a focus on network latency aspects. We provide all along the presentation some research challenges.
Crossing platforms: bringing call of duty to mobile – Unite Copenhagen 2019Unity Technologies
To have the same game experience from one platform to another is no easy task, but just imagine the risks and challenges when it's a blockbuster hit like Call of Duty. These slides share a behind-the-scenes look at the challenges and steps Activision and Tencent took to develop Call of Duty for mobile, with a particular focus on how to optimize the mobile gaming experience. You'll also see how Samsung's Galaxy GameDev team supported Tencent to bring high fidelity and stable performance to the gaming experience with Vulkan and Adaptive Performance by Unity.
Speakers:
Jungwoo Kim - Samsung
Anton Syniavskyi - Samsung
Watch the session on YouTube: https://youtu.be/r-kICWS-XWI
Samsung will present the challenges of creating a dual-Android platform on the Nexus 10 using Xen on ARM. Running two copies of Android is a strong use-case to satisfy the security needs for BYOD (Bring Your Own Device), where one Android can be designated as “work” and is secure and isolated from the users “home” Android. Achieving a good user-experience in both Android is essential for this technology to succeed commercially. The Nexus 10 has ARM Cortex A15 processors. For a good user-experience, both Android need high-performance GPU-accelerated graphics which demand high throughput and low latency. Samsung will discuss the issues encountered using Xen on a mobile device in this demanding use-case, and how the changes for Xen for mobile can be contributed into the community.
It Doesn't Have to Be Hard: How to Fix Your Performance WoesIntel® Software
Maximize your game performance on a wide range of hardware. Learn how to use Intel® GPA to identify and quantify common performance bottlenecks, mitigate them, and validate optimizations.
XPDS13: XenGT - A software based Intel Graphics Virtualization Solution - Hai...The Linux Foundation
GPU virtualization has become an increasingly important requirement for client virtualization and cloud. Significant challenges exists realizing the multiplexing of graphics, media and compute workloads from multiple VMs and achieving the goals of being fully functional, high performance and secure. In this presentation, we will first review existing graphics virtualization technologies, and then introduce how XenGT - an open source solution from Intel - approaches differently. Broad functionality and good performance is achieved by accelerating the native OS graphics stack in each VM with minimum hypervisor intervention. A software mediator ensures the secure multiplexing of workloads from the multiple VMs by managing the scheduling of VMs on the GPU and controlling access to privileged resources and operations.
Game as a Service (GaaS) : Anytime, Anywhere!Sai Natkar
Gaming on cloud, also called gaming on demand, is a type of online gaming that allows on-demand streaming of games onto a computer, in which the actual game is stored on the game company’s server and is streamed directly to computers accessing the server through the client. - See more at: https://www.esds.co.in/blog/game-as-a-service-gaas-anytime-anywhere/#sthash.JEn9Qd7R.Rvpg4l3N.dpuf
Designing a pragmatic back-end service for mobile gamesiFunFactory Inc.
For competition in the mobile gaming industry getting fierce, mobile game developers now face tough challenges including handling a different service landscape and working on a tight time budget. These obstacles lead the developers to seek handy solutions to abstract away development complexity and to reduce overall development cycle. This talk will focus especially on the back-end side of mobile game services. It will first review issues in mobile game services, then highlight the requirements of back-end services for the services. Finally, the talk will propose a vertically-integrated back-end platform.
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.
EFFICIENT CLOUD GAMING SCHEME USING SCENE OBJECTS ADAPTATIONijcsit
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..
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.
Streamed Cloud Gaming Solutions for Android* and PC GamesIntel® Software
Cloud gaming is getting a lot of press lately. As the leading cloud service provider in China, Tencent is embracing the cloud to deliver graphic-intensive PC and mobile games, as well as core developer solutions.
Watch a live presentation at http://offer.bitbar.com/learn-the-best-practices-of-mobile-game-testing
To get the best start for your mobile game - or just to improve the existing game's possibility to get in front of hundreds of millions of gamers - we'll be sharing our insights, best practices and lots of tips&tricks how to gain advantage in this race.
Stay tuned and join our upcoming webinars at http://bitbar.com/testing/webinars/
Looking for blue ocean look to the cloud rhys dekleMary Chan
"The trends in cloud based gaming are changing the way developers make games and the games developers make. This raises fresh opportunities for creativity in game and business design.
• Cloud gaming means much more than streaming which has come a long way but still faces well-known challenges to ubiquity.
• Developers today face a creative crisis just as big as their discovery crisis.
• The tools and middleware which rose to prominence in the last console generation are just beginning to embrace the cloud and that is changing the way that developers make and support games for the better.
• The cloud’s unique characteristics offer a fresh challenge to game developers to make new and better games. I’ll review some of the unexplored territory and discuss lessons learned and tips from the early explorers in cloud based game design.
The trends in cloud based gaming are changing the way developers make games and the games developers make. This raises fresh opportunities for creativity in game and business design.
• Cloud gaming means much more than streaming which has come a long way but still faces well-known challenges to ubiquity.
• Developers today face a creative crisis just as big as their discovery crisis.
• The tools and middleware which rose to prominence in the last console generation are just beginning to embrace the cloud and that is changing the way that developers make and support games for the better.
• The cloud’s unique characteristics offer a fresh challenge to game developers to make new and better games. I’ll review some of the unexplored territory and discuss lessons learned and tips from the early explorers in cloud based game design.
The trends in cloud based gaming are changing the way developers make games and the games developers make. This raises fresh opportunities for creativity in game and business design.
• Cloud gaming means much more than streaming which has come a long way but still faces well-known challenges to ubiquity.
• Developers today face a creative crisis just as big as their discovery crisis.
• The tools and middleware which rose to prominence in the last console generation are just beginning to embrace the cloud and that is changing the way that developers make and support games for the better.
• The cloud’s unique characteristics offer a fresh challenge to game developers to make new and better games. I’ll review some of the unexplored territory and discuss lessons learned and tips from the early explorers in cloud based game design."
Online games: a real-time problem for the networkJose Saldana
Talk in Liverpool John Moores University, 28 Oct 2015.
Topic: Network support for online games.
Some of the topics:
Global trends in online games
Impact of Latency
Genres and characteristics
Architectures
Network Traffic Characteristics
Estimating Quality of Experience
Qoe-Enhancing Mechanisms
BlackBerry Jam Asia 2013 - Gaming on BlackBerrySegitiga.Net
Slide presentation by Sujoy Ghosh (Marketing Manager, App World & Content Marketing - APAC, BlackBerry) & Pratik Sapra (Application Development Consultant, BlackBerry) on BlackBerry Jam Asia 2013 in Hong Kong, September 27 2013 titled Gaming on BlackBerry.
Detecting In-Situ Identity Fraud on Social Network Services: A Case Study on ...Academia Sinica
In this paper, we propose to use a continuous authentication approach to detect the in-situ identity fraud incidents, which occur when the attackers use the same devices and IP addresses as the victims. Using Facebook as a case study, we show that it is possible to detect such incidents by analyzing SNS users’ browsing behavior. Our experiment results demonstrate that the approach can achieve reasonable accuracy given a few minutes of observation time.
Although online games have been an important Internet activity today, players inevitably suffer from lag from time to time due to the Internet’s non-QoS-guaranteed architecture. Here by lag we refer to the phenomena when a game fails to respond to user commands or update the screen in a timely fashion due to long system processing or network delays. Currently, little is known about how game players feel about lag and how they react when encountering lag during game play.
In this paper, we present an Internet survey that is designed to understand the following questions: 1) How do players perceive lag, 2) what do players think of the causes of lag, and 3) how do players react to lag. Our results show that game players often struggle with lag, because they are unable to identify the root cause. Therefore, they have to try any combination of possible solutions found on the Internet, blame game companies, or learn to cope. These findings manifest a strong demand for an automatic diagnostic tool that can identify the root cause of lag for gamers.
Quantifying QoS Requirements of Network Services: A Cheat-Proof FrameworkAcademia Sinica
Despite all the efforts devoted to improving the QoS of networked multimedia services, the baseline for such improvements has yet to be defined. In other words, although it is well recognized that better network conditions generally yield better service quality, the exact minimum level of network QoS required to ensure satisfactory user experience remains an open question.
In this paper, we propose a general, cheat-proof framework that enables researchers to systematically quantify the minimum QoS needs for real-time networked multimedia services. Our framework has two major features: 1) it measures the quality of a service that users find intolerable by intuitive responses and therefore reduces the burden on experiment participants; and 2) it is cheat-proof because it supports systematic verification of the participants' inputs. Via a pilot study involving 38 participants, we verify the efficacy of our framework by proving that even inexperienced participants can easily produce consistent judgments. In addition, by cross-application and cross-service comparative analysis, we demonstrate the usefulness of the derived QoS thresholds. Such knowledge will serve important reference in the evaluation of competitive applications, application recommendation, network planning, and resource arbitration.
Online Game QoE Evaluation using Paired ComparisonsAcademia Sinica
To satisfy players' gaming experience, there is a strong need for a technique that can measure a game's quality systemically, efficiently, and reliably. In this paper, we propose to use paired comparisons and probabilistic choice models to quantify online games's QoE under various network situations. The advantages of our methodology over the traditional MOS ratings are 1) the rating procedure is simpler thus less burden is on experiment participants, 2) it derives ratio-scale scores, and 3) it enables systematic verification of participants' inputs.
As a demonstration, we apply our methodology to evaluate three popular FPS (first-person-shooter) games, namely, Alien Arena (Alien), Halo, and Unreal Tournament (UT), and investigate their network robustness. The results indicate that Halo performs the best in terms of their network robustness against packet delay and loss. However, if we take the degree of the games' sophistication into account, we consider that the robustness of UT against downlink delays should able be improved. We also show that our methodology can be a helpful tool for making decisions about design alternatives, such how dead reckoning algorithms and time synchronization mechanisms should be implemented.
Online gaming has now become an extremely com- petitive business. As there are so many game titles released every month, gamers have become more difficult to please and fickle in affection. Therefore, it would be beneficial if we can forecast how addictive a game is before publishing it on the market. The capability of game addictiveness forecasting will enable developers to continuously adjust the game design and enable publishers to assess the potential market value in a game’s early development stages.
In this paper, we propose to forecast a game’s addictiveness based on players’ emotion when they are exploring the game. Based on the account activity traces of 11 commercial online games, we develop a forecasting model that takes electromyo- graphic measures of players as the input and outputs the addic- tiveness index of a game. We hope that with our methodology, the game industry could save hopeless investment and target more accurately to provide more entertaining experience.
Toward an Understanding of the Processing Delay of Peer-to-Peer Relay NodesAcademia Sinica
Peer-to-peer relaying is commonly used in realtime applications to cope with NAT and firewall restrictions and provide better quality network paths. As relaying is not natively supported by the Internet, it is usually implemented at the application layer. Also, in a modern operating system, the processor is shared, so the receive-process-forward process for each relay packet may take a considerable amount of time if the host is busy handling some other tasks. Thus, if we happen to select a loaded relay node, the relaying may introduce significant delays to the packet transmission time and even degrade the application performance.
In this work, based on an extensive set of Internet traces, we pursue an understanding of the processing delays incurred at relay nodes and their impact on the application performance. Our contribution is three-fold: 1) we propose a methodology for measuring the processing delays at any relay node on the Internet; 2) we characterize the workload patterns of a variety of Internet relay nodes; and 3) we show that, serious VoIP quality degradation may occur due to relay processing, thus we have to monitor the processing delays of a relay node continuously to prevent the application performance from being degraded.
Inferring Speech Activity from Encrypted Skype TrafficAcademia Sinica
Normally, voice activity detection (VAD) refers to speech processing algorithms for detecting the presence or absence of human speech in segments of audio signals. In this paper, however, we focus on speech detection algorithms that take VoIP traffic instead of audio signals as input. We call this category of algorithms network-level VAD.
Traditional VAD usually plays a fundamental role in speech processing systems because of its ability to delimit speech segments. Network-level VAD, on the other hand, can be quite helpful in network management, which is the motivation for our study. We propose the first real-time network-level VAD algorithm that can extract voice activity from encrypted and non-silence-suppressed Skype traffic. We evaluate the speech detection accuracy of the proposed algorithm with extensive reallife traces. The results show that our scheme achieve reasonably good performance even high degree of randomness has been injected into the network traffic.
Game Bot Detection Based on Avatar TrajectoryAcademia Sinica
In recent years, online gaming has become one of the most popular Internet activities, but cheating activity, such as the use of game bots, has increased as a consequence. Generally, the gaming community disagrees with the use of game bots, as bot users obtain unreasonable rewards without corresponding efforts. However, bots are hard to detect because they are designed to simulate human game playing behavior and they follow game rules exactly. Existing detection approaches either interrupt the players’gaming experience, or they assume game bots are run as standalone clients or assigned a specific goal, such as aim bots in FPS games.
In this paper, we propose a trajectory-based approach to detect game bots. It is a general technique that can be applied to any game in which the avatar’s movement is controlled directly by the players. Through real-life data traces, we show that the trajectories of human players and those of game bots are very different. In addition, although game bots may endeavor to simulate players’ decisions, certain human behavior patterns are difficult to mimic because they are AI-hard. Taking Quake 2 as a case study, we evaluate our scheme’s performance based on reallife traces. The results show that the scheme can achieve a detection accuracy of 95% or higher given a trace of 200 seconds or longer.
A Collusion-Resistant Automation Scheme for Social Moderation SystemsAcademia Sinica
For current Web 2.0 services, manual examination of user uploaded content is normally required to ensure its legitimacy and appropriateness, which is a substantial burden to service providers. To reduce labor costs and the delays caused by content censoring, social moderation has been proposed as a front-line mechanism, whereby user moderators are encouraged to examine content before system moderation is required. Given the immerse amount of new content added to the Web each day, there is a need for automation schemes to facilitate rear system moderation. This kind of mechanism is expected to automatically summarize reports from user moderators and ban misbehaving users or remove inappropriate content whenever possible. However, the accuracy of such schemes may be reduced by collusion attacks, where some work together to mislead the automatic summarization in order to obtain shared benefits.
In this paper, we propose a collusion-resistant automation scheme for social moderation systems. Because some user moderators may collude and dishonestly claim that a user misbehaves, our scheme detects whether an accusation from a user moderator is fair or malicious based on the structure of mutual accusations of all users in the system. Through simulations we show that collusion attacks are likely to succeed if an intuitive countbased automation scheme is used. The proposed scheme, which is based on the community structure of the user accusation graph, achieves a decent performance in most scenarios.
Tuning Skype’s Redundancy Control Algorithm for User SatisfactionAcademia Sinica
Determining how to transport delay-sensitive voice data has long been a problem in multimedia networking. The difficulty arises because voice and best-effort data are different by nature. It would not be fair to give priority to voice traffic and starve its best-effort counterpart; however, the voice data delivered might not be perceptible if each voice call is limited to the rate of an average TCP flow. To address the problem, we approach it from a user-centric perspective by tuning the voice data rate based on user satisfaction.
Our contribution in this work is threefold. First, we investigate how Skype, the largest and fastest growing VoIP service on the Internet, adapts its voice data rate (i.e., the redundancy ratio) to network conditions. Second, by exploiting implementations of public domain codecs, we discover that Skype’s mechanism is not really geared to user satisfaction. Third, based on a set of systematic experiments that quantify user satisfaction under different levels of packet loss and burstiness, we derive a concise model that allows user-centric redundancy control. The model can be easily incorporated into general VoIP services (not only Skype) to ensure consistent user satisfaction.
Network Game Design: Hints and Implications of Player InteractionAcademia Sinica
While psychologists analyze network game-playing behavior in terms of players’ social interaction and experience, understanding user behavior is equally important to network researchers, because how users act determines how well network systems, such as online games, perform. To gain a better understanding of patterns of player interaction and their implications for game design, we analyze a 1, 356-millionpacket trace of ShenZhou Online, a mid-sized commercial MMORPG. This work is dedicated to draw out hints and implications of player interaction patterns, which is inferred from network-level traces, for online games.
We find that the dispersion of players in a virtual world is heavy-tailed, which implies that static and fixed-size partitioning of game worlds is inadequate. Neighbors and teammates tend to be closer to each other in network topology. This property is an advantage, because message delivery between the hosts of interacting players can be faster than between those of unrelated players. In addition, the property can make game playing fairer, since interacting players tend to have similar latencies to their servers. We also find that participants who have a higher degree of social interaction tend to play much longer, and players who are closer in network topology tend to team up for longer periods. This suggests that game designers could increase the “stickiness” of games by encouraging, or even forcing, team playing.
Mitigating Active Attacks Towards Client Networks Using the Bitmap FilterAcademia Sinica
With the emergence of active worms, the targets of attacks have been moved from well-known Internet servers to generic Internet hosts, and since the rate at which patches can be applied is always much slower than the spread of a worm, an Internet worm can usually attack or infect millions of hosts in a short time. It is difficult to eliminate Internet attacks globally; thus, protecting client networks from being attacked or infected is a relatively critical issue.
In this paper, we propose a method that protects client networks from being attacked by people who try to scan, attack, or infect hosts in local networks via unpatched vulnerabilities. Based on the symmetry of network traffic in both temporal and spatial domains, a bitmap filter is installed at the entry point of a client network to filter out possible attack traffic. Our evaluation shows that with a small amount of memory (less than 1 megabyte), more than 95% of attack traffic can be filtered out in a small- or medium-scale client network.
Online gaming has become increasingly popular in recent years. Currently, the most common business model of online gaming is based on monthly subscription fees that game players pay to obtain credits, which allow them to start or continue a journey in the game’s virtual world. Therefore, from the perspective of game operators, predicting how many players will join a game and how long they will stay in the game is important since these two factors dominate their revenue.
This paper represents a pilot study of the predictability of online gamers’ subscription time. Specifically, we study the gameplay hours of online gamers and investigate whether strong patterns are embedded in their game hours. Our ultimate goal is to provide a prediction model of online gamers, which takes a player’s game hours as the input and predicts whether the player will leave in the near future. Our study is based on real-life traces collected from World of Warcraft, a famous MMORPG (Massively Multiplayer Online Role- Playing Game). The traces contain the gameplay histories of 34, 524 players during a two-year period. We believe that our study would be useful for building a prediction model of players’ future game hours and unsubscription decisions; i.e., decisions not to renew subscriptions.
.
Online gaming is one of the most profitable businesses on the Internet. Of all the genres of online games, MMORPGs (Massive Multiplayer Online Role Playing Games) have become the most popular among network gamers, and now attract millions of users who play in an evolving virtual world simultaneously over the Internet. To gain a better understanding of game traffic and contribute to the economic well-being of the Internet, we analyze a 1, 356-million-packet trace from a sizeable MMORPG called ShenZhou Online. This work is, as far as we know, the first formal analysis of MMORPG server traces.
We find that MMORPG and FPS (First-Person Shooting) games are similar in that they both generate small packets and require low bandwidths. In practice, the bandwidth requirement of MMORPGs is the lower of the two due to less real-time game playing. More distinctive features are the strong periodicity, temporal locality, irregularity, and self-similarity observed in MMORPG traffic. The periodicity is due to a common practice in game implementation, where game state updates are accumulated within a fixed time window before transmission. The temporal locality in game traffic is largely due to the game’s nature, whereby one action leads to another. The irregularity, which is unique to MMORPG traffic, is due to the diversity of the game’s design so that the behavior of users can vary drastically, depending on the quest at hand. The self-similarity of the aggregate traffic is due to the heavy-tailed active/idle activities of individual players. Moreover, we show that the arrival of game sessions within one hour can be modelled by a Poisson model, while the duration of game sessions is heavy-tailed.
An Analytical Approach to Optimizing The Utility of ESP GamesAcademia Sinica
In this paper, we propose an analytical model for computing the utility of ESP games, i.e., the throughput rate of appropriate labels for given images. The model targets generalized games, where the number of players, the consensus threshold, and the stopping condition are variable. Via extensive simulations, we show that our model can accurately predict the stopping condition that will yield the optimal utility of an ESP game under a specific game setting. A service provider can therefore utilize the model to ensure that the hosted ESP games produce high-quality labels efficiently, given that the number of players willing to invest time and effort in the game is limited.
The Impact of Network Variabilities on TCP Clocking SchemesAcademia Sinica
TCP employs a self-clocking scheme that times the sending of packets. In that, the data packets are sent in a burst when the returning acknowledgement packet5 are received. This self-clocking scheme (also known as ack-clocking) is deemed a key factor to the the burstiness of TCP traffic and the source of various performance problemshigh packet loss, long delay, and high delay jitter. Previous work has suggested contradictively the effectiveness of TCP Pacing as a remedy to alleviate the traffic burstiness.
In this paper, we analyze systematically and in more robust experiments the impact of network variabilities on the behavior of TCP clocking schemes. We find that 1) aggregated pacing traffic could be burstier than aggregated ack-clocking traffic. Physical explanation and experimental simulations are provided to support this argument. 2) The round-trip time heterogeneity and flow multiplexing significantly influence the behaviors of both ack-clocking and pacing schemes. Evaluating the performance of clocking schemes without considering these effects is prone to inconsistent results. 3) Pacing outperforms ack-clocking in more realistic settings from the trufic burstiness point of view.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Search and Society: Reimagining Information Access for Radical FuturesBhaskar Mitra
The field of Information retrieval (IR) is currently undergoing a transformative shift, at least partly due to the emerging applications of generative AI to information access. In this talk, we will deliberate on the sociotechnical implications of generative AI for information access. We will argue that there is both a critical necessity and an exciting opportunity for the IR community to re-center our research agendas on societal needs while dismantling the artificial separation between the work on fairness, accountability, transparency, and ethics in IR and the rest of IR research. Instead of adopting a reactionary strategy of trying to mitigate potential social harms from emerging technologies, the community should aim to proactively set the research agenda for the kinds of systems we should build inspired by diverse explicitly stated sociotechnical imaginaries. The sociotechnical imaginaries that underpin the design and development of information access technologies needs to be explicitly articulated, and we need to develop theories of change in context of these diverse perspectives. Our guiding future imaginaries must be informed by other academic fields, such as democratic theory and critical theory, and should be co-developed with social science scholars, legal scholars, civil rights and social justice activists, and artists, among others.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
From Daily Decisions to Bottom Line: Connecting Product Work to Revenue by VP...
Quantifying User Satisfaction in Mobile Cloud Games
1. Quantifying User Satisfaction
in Mobile Cloud Games
Chun-Ying Huang, Cheng-Hsin Hsu, De-Yu Chen, and
Kuan-Ta Chen
ACM MoVid 2014, Singapore
1
2. Mobile Games
• Mobile games are hot!
• in 2011, 59% smartphone users played mobile games [1]
• by 2016, mobile game market will grow to 16 billion USD [2]
• Mobile games are less visually appealing, because of
the limitations on
• CPU/GPU power
• memory space/speed
• network bandwidth
• battery capacity
• Possible solution: mobile cloud gaming
2
[1] http://www.infosolutionsgroup.com/popcapmobile2012.pdf
[2] https://www.abiresearch.com/research/product/1006313-mobile-gaming
3. What is Mobile Cloud Gaming
3
Real-time game playing using light-weight mobile clients
4. Cloud Games on Mobile Devices
• Mobile cloud gaming has many benefits
• better visual quality attract serious gamers
• lower porting effort/cost more games
• lower battery consumption longer play time
• But, most cloud games are played on PCs and TV set-
top boxes
• steep development cost most SDKs [CloudCom’13, NOSSDAV’13,
MM’11] are proprietary
• high bars on gamer satisfaction high-quality + low latency
• We address these two challenges in this work
4
5. GamingAnywhere: An Open Source Project
• We, researchers, have tons of ideas to improve cloud
gaming services, but all cloud gaming systems are
proprietary and closed
• GamingAnywhere is the first cloud gaming platform for
researchers, developers, and gamer
5
8. Our Two Contributions
• First, we optimize GamingAnywhere client on Android
device
• the first transparent cloud gaming platform researchers,
developers, and gamers may run any PC games using our client
• Second, we conduct extensive user studies
• various GamingAnywhere configurations with diverse resolutions,
frame rates, bitrates, and network delays are applied to desktops
and mobile devices many new insights
8
Cloud
Server
Mobile
Client
Networks
9. Porting Client to Android
• Challenges
• short system delay: wireless networks incur longer latency
• efficient implementation: limited computation power and battery life
• user-friendly controller: no physical inputs (buttons and joysticks)
and small screen size
• Solution approaches
• enable hardware A/V decoders faster decoding and lower
energy consumption
• realize proof-of-concept controllers as overlays the best
controller design is out-of-scope
9
10. Mobile Client Architecture
• Implemented by leveraging open-source packages
• Support S/W and H/W decoders
10
Built-in H/W
Decoders
S/W Decoders
11. Controllers
• Implement three proof-of-concept controllers, designed for
• Nintendo 64
• Nintendo DS
• Limbo
11
Nintendo 64 Controller Limbo Controller
14. Testbed for User Studies
14
GamingAnywhere
ServerLAN
GamingAnywhere
Desktop Client
WiFi APGamingAnywhere
Mobile Client
• To understand how device type, game genre, resolution,
bitrate, frame rate, and network delay affect user
experiences
15. Experiment Settings
• Limbo, Mario Kart, Super Mario, Super Smash Bros
• 10 male and 5 female subjects between 21-34 years old
• Configurations (each subject try all 68 configurations)
• Resolution: 640x480, 960x720, 1280x960
• Bitrate: 1, 3, 5 Mbps
• Frame rate: 5, 20, 50 fps
• Network delay: 0, 150, 300 ms
• MOS score (1-5) on
• Graphics
• Smoothness
• Control
15
16. Mobile versus PC
16
PCs have many
physical keys
The implementations
are efficient
Really? Mobile
is better?
17. Why Mobile Performs Better in Graphics?
• First, subjects may have lower expectation on graphics of
mobile devices
• Second, smaller screen sizes make graphics imperfection
less noticeable
• Observation: The satisfaction levels
are based on observed flaws than
absolute quality!
17
18. Impacts of Different Game Genres
• Subjects are more sensitive to graphics quality in Limbo
than in Mario Kart
• Mario Kart is a fast-paced racing game, while Limbo is rather static
• Subjects are less sensitive to controls in platform games
(Limbo and Super Mario) than in fighting (Super Smash
Bros.) and racing (Mario Kart) games
• Gamers face AI opponents in fighting and racing
games
• Gamers have enough time to prepare in platform
games
18
19. Different Configurations
• Graphics quality is affected by bitrate (dominating) and
frame rate (weaker)
• Resolution has no impact on graphics quality (surprising)
• We suspect: (1) games are not too complex and (2) mobile client
always up-scales the video Through analysis is our future task
• Smoothness is affected by network delay, frame rate, and
bitrate We suspect low graphics quality leads to low
MOS score, more analysis is our future work
• Control is only affected by client type (PC versus mobile)
19
20. Conclusion
• We presented the optimized Android Gaming-
Anywhere client
• We conducted extensive mobile cloud gaming
user studies, which reveal three main insights
1. Gamers are more satisfied with the graphics quality
on mobile devices
2. The bitrate, frame rate, and network delay affect the
graphics and smoothness quality the most
3. The control quality is only affected by client type (PC
versus mobile)
20