This technical demonstration presents the SuperStreamer project, which enables progressive game assets streaming to players while games are played, reducing the startup time required to download and start playing a cloud-based game.
SuperStreamer modifies a popular game engine, Unreal Engine 4, to support developing and playing games with progressive game asset streaming. With SuperStreamer, developers can mark the minimal set of files, containing only the game content essential to start playing the game. When a player plays the game, these minimal set of files will be downloaded to the player's device. SuperStreamer also generates low resolution textures automatically when a developer publishes a game, and these low resolution textures are transmitted first into the game client. As players move through a game level, high quality textures required for the game will be downloaded. In our demo game, we are able to decrease the time taken to startup and load the first game level by around 30%.
Multiplayer games are very popular with customers for nearly 40 years now since the first multiplayer games emerged. This is also perceivable in the App Store, there are hundreds of multiplayer games and some of them are really appreciated.
In iOS Apple gives us multiple possibilities to implement a multiplayer game. We will have a further look into two Frameworks we can use to achieve our goal. The first one is the Game Center and the second the MultipeerConnectivity Framework.
To follow the code examples in this tutorial you will need Xcode 5 and iOS 7.
https://www1.in.tum.de/lehrstuhl_1/teaching/tutorials/508-sgd-ws13-tutorial-multiplayer-games
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
Multiplayer games are very popular with customers for nearly 40 years now since the first multiplayer games emerged. This is also perceivable in the App Store, there are hundreds of multiplayer games and some of them are really appreciated.
In iOS Apple gives us multiple possibilities to implement a multiplayer game. We will have a further look into two Frameworks we can use to achieve our goal. The first one is the Game Center and the second the MultipeerConnectivity Framework.
To follow the code examples in this tutorial you will need Xcode 5 and iOS 7.
https://www1.in.tum.de/lehrstuhl_1/teaching/tutorials/508-sgd-ws13-tutorial-multiplayer-games
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
A Simple presentation about the Unreal Engine.The session contained life demos, but of course I couldn't add them to the presentation.They should be seen live!
Chapter 03 of the lecture Style & Design Principles taught at SAE Institute Hamburg.
Drawbacks of inheritance-based game models and introduction to aggregation-based game models.
Developing a Multiplayer RTS with the Unreal Engine 3Nick Pruehs
Post-Mortem of Hostile Worlds, a real-time tactics game developed with the UDK, featuring unit selection & orders, weapons system, networking, minimap and fog of war.
When developing games, each and every one of us should strive for perfection. At my desk, I have put up a sign saying “What would Blizzard do?” This talk is about motivation, excitement and learning how to dissect other games in order to learn from each other.
Monkey Rush is an arcade mobile game, developed by using java scripts, HTML5 and Panda JS game engine.
The mobile game is aside-scroller where the player has to use the touch screen and tap to control the flying monkey, trying to fly between rows of logs without going to get in touch with them.
• Used HTML5, Java Scripts, Panda js HTML5 game engine to make the game application.
• Implemented on Apache Cordova (formerly PhoneGap) development framework.
• Used Adobe Photoshop to design the graphs
The following resources come from the 2009/10 BSc in Games and Graphics Hardware Technology (course number 2ELE0074) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to demonstrate, using the PlayStation® 2 SDK:
• Knowledge of PS2 registers, graphics, sound, IO architecture, EE, GS and VU’s
• Graphics programming.
This project will investigate the PlayStation® 2 through use of the Linux SDK. The project will involve the completion of a 2D game to explore the architecture of the PS2.
Cloud gaming infrastructure in cloudretro.ioTh Nguy?n H?u
CloudRetro is a Web-based opensource Cloud Gaming service. The slide will go through its infrastructure and technology and explain how it can deliver the best gaming experience through cloud technology and streaming.
A Simple presentation about the Unreal Engine.The session contained life demos, but of course I couldn't add them to the presentation.They should be seen live!
Chapter 03 of the lecture Style & Design Principles taught at SAE Institute Hamburg.
Drawbacks of inheritance-based game models and introduction to aggregation-based game models.
Developing a Multiplayer RTS with the Unreal Engine 3Nick Pruehs
Post-Mortem of Hostile Worlds, a real-time tactics game developed with the UDK, featuring unit selection & orders, weapons system, networking, minimap and fog of war.
When developing games, each and every one of us should strive for perfection. At my desk, I have put up a sign saying “What would Blizzard do?” This talk is about motivation, excitement and learning how to dissect other games in order to learn from each other.
Monkey Rush is an arcade mobile game, developed by using java scripts, HTML5 and Panda JS game engine.
The mobile game is aside-scroller where the player has to use the touch screen and tap to control the flying monkey, trying to fly between rows of logs without going to get in touch with them.
• Used HTML5, Java Scripts, Panda js HTML5 game engine to make the game application.
• Implemented on Apache Cordova (formerly PhoneGap) development framework.
• Used Adobe Photoshop to design the graphs
The following resources come from the 2009/10 BSc in Games and Graphics Hardware Technology (course number 2ELE0074) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to demonstrate, using the PlayStation® 2 SDK:
• Knowledge of PS2 registers, graphics, sound, IO architecture, EE, GS and VU’s
• Graphics programming.
This project will investigate the PlayStation® 2 through use of the Linux SDK. The project will involve the completion of a 2D game to explore the architecture of the PS2.
Cloud gaming infrastructure in cloudretro.ioTh Nguy?n H?u
CloudRetro is a Web-based opensource Cloud Gaming service. The slide will go through its infrastructure and technology and explain how it can deliver the best gaming experience through cloud technology and streaming.
DSC RNGPIT - Getting Started with Game Development Day 1DeepMevada1
DSC RNGPIT had organized a session on Game Development where students where introduced to the basics of Game Development and the Unity Game Engine Interface.
Students were also introduced to the game development flowchart where an example of Flappy Bird was given, and were also given a task to make flowcharts for their games.
The minor project was about the deployment of a simple endless runner game made in Unity 3d. The project would provide the basic understanding about the algorithms that should be used to make a game of this type.
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.
Metaverse - The 'Killer App' for 5G, 6G and BeyondAnand Bhojan
"Metaverse - The 'Killer App' for 5G, 6G and Beyond":
With the growing popularity of X-Reality (VR/AR/MR/Metaverse) generation of global media-data is expected to accelerate at much higher rate and they will drive innovations and advancements in mobile networks. In this talk, challenges in Metaverse and we will explore suitable system architectures for streaming and analytics for Metaverse with the 5G edge nodes.
Multimedia Analytics with 5G Edge NodesAnand Bhojan
Presentation at ACM-MM-19 TPC meeting: https://sites.google.com/comp.nus.edu.sg/mm19-tpc-meeting/workshop
With the growing popularity of X-Reality (VR/AR/MR) generation of global media-data is expected to accelerate at much higher rate. Most of these data need real-time processing such as real-time facial features/emotion recognition to environmental context recognition/mapping beyond the capabilities of an MR glass. The demand for high communication bandwidth and ultra-low latency (<15ms motion to photon latency) will drive the community to exploit the capabilities of the telco edge nodes and push telcos to build more powerful edge nodes. The real-time analytics of media data with strict real-time constraints will be the ‘killer application’ of 5G networks and edge computing. In addition, we believe, multimedia analytics and 5G/edge computing will be the key to push for mass adoption of XR devices. In this talk, we will explore some suitable media analytics methods and architecture to run media analytics with the 5G edge nodes.
Adaptive Video Content Manipulation for OLED Display Power ManagementAnand Bhojan
Emerged as a choice of display for vivid colours and power efficiency in expensive Smartphones, in recent days Organic Light Emitting Diode (OLED) displays are increasingly replacing Liquid Crystal Displays (LCD) and Plasma in Smartphones and large screen Televisions. Yet, OLED displays are one of the most energy consuming modules in modern Smartphones. Power consumption of OLED displays have strong correlation with the colours illuminated by its pixels. Improvements in pixel density by manufacturers makes the displays more power hungry. In this paper, we present Human Visual System (HVS) aware adaptive colour transformation and darkening methods to create power-efficient videos for OLED displays while preserving visual fidelity of the videos. Our measurements and subjective evaluations show that we can save up to 60% of energy consumption with minimum distortion to visual quality of the video. As our colour transformation process uses pre-computed colour-map and the darkening process uses the gamma-correction function which is already implemented in most of the display hardware, runtime computation overheads are minimum and hence, our method can be used to manipulate realtime/live video streams as well.
CloudHide: Towards Latency Hiding Techniques for Thin-client Cloud Gaming Anand Bhojan
[This is a short introduction pitch to the full paper.]
Though there is an explosion of cloud services in recent years, cloud gaming industry is still way behind in making a strong breakthrough. Despite many benefits of cloud gaming (video or pixel streaming of rendered game scenes), the primary factor that hinders the growth is "response latency", a well known issue. In this paper, we introduce a novel predictive paradigm of cloud gaming in order to mitigate latency that is inherent in cloud gaming systems. The main idea of the predictive paradigm is to pre-generate and send future outcome frames in advance to the thin-client so that the thin-client can respond immediately to any user input. The approach in this work seeks to exploit the near unlimited processing power of the cloud and ever increasing network bandwidth. The paper provides a generic and comprehensive theoretical model that shows the relationship between various parameters (network bandwidth, round-trip-time and processing time for game logic, predicting future outcomes, rendering, capturing, encoding and decoding) of predictive cloud gaming and response latency. The theocratical model design is started with an ideal server with unlimited resources for ease of understanding and then it is enhanced with resource constraints of a practically feasible non-ideal server. The model demonstrates significant amount of response latency reduction in predictive cloud gaming when compared to conventional cloud gaming. The model is analysed further to estimate the resource requirements for predictive cloud gaming. A simple game is built to demonstrate key aspects of the model and to conduct subjective evaluation of quality of experience (QoE) of the game play. The evaluations show significant gain in QoE. The resource requirements of the predictive cloud gaming gaming system grows exponentially with respect to prediction period of future frames. The paper illustrates some optimisation methods to reduce exponential growth and discusses directions for further works in this area.
Game balancing with ecosystem mechanismAnand Bhojan
To adapt game difficulty upon game character’s strength, Dynamic Difficulty Adjustment (DDA) and some other learning strategies have been applied in commercial game designs. However, most of the existing approaches could not ensure diversity in results, and rarely attempted to coordinate content generation and behaviour control together. This paper suggests a solution that is based on multi-level swarm model and ecosystem mechanism, in order to provide a more flexible way of game balance control.
Game Balancing with Ecosystem MechanismAnand Bhojan
To adapt game difficulty upon game character’s strength, Dynamic Difficulty Adjustment (DDA) and some other learning strategies have been applied in commercial game designs. However, most of the existing approaches could not ensure diversity in results, and rarely attempted to coordinate content generation and behaviour control together. This paper suggests a solution that is based on multi-level swarm model and ecosystem mechanism, in order to provide a more flexible way of game balance control.
TIṬAL – Asynchronous multiplayer shooter with procedurally generated mapsAnand Bhojan
Would it be possible to bring the promise of unlimited re-playability typically reserved for Roguelike games to competitive multiplayer shooters? This paper tries to address this issue by proposing a novel method to dynamically generate maps at run-time almost as soon as players press the Play button, while ensuring the features what players would expect from the genre. The procedures are simple and practically
feasible to be employed in actual computer games. In addition, the work experiments the possibility of incorporating asynchronous game-play element into a multiplayer shooter with human imitating bots where the players can let their bot/avatar replace them when they are not around. The algorithms are implemented and evaluated with a playable game. The evaluations prove that playable 3D dynamic mapscan be generated in order of seconds using game context data to initialise the parameters of the algorithm. The paper also shows that asynchronous game-play element is a possible feature for consideration in next generation multiplayer shooters.
Introduction to the Special issue on ‘‘Future trends in robotics and autonomo...Anand Bhojan
Robotics is an extremely dynamic field with thriving advancement in its technology. As research progresses in robotic systems, more and more aspects of vision based processing, GPS enabled services, Autonomous techniques, very far distance communication in robots, dynamic environment handling, mobility techniques, multi-agent control and coordination techniques, multi-robot communication and coordination are explored to make robotics intelligent and to do specific tasks. Vision has helped in many areas for better services and fastens the process for localized results. Advancements in communication, positioning and localization techniques brought the robotics beyond the controlled industrial environments to more dynamic outdoor environments. Research in autonomous and other intelligent techniques has made robots capable of taking decisions in complex environments. The book covers future trends in robotics research topics including motion path planning, routing in dynamic environments, multi-agent control techniques, nature inspired algorithms and synchronization techniques with interesting applications.
ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...Anand Bhojan
The use of recording applications for teaching is increasingly popular, with tools such as Ink2Go and ShowMe being available on many platforms and at reasonable cost. However, most recording applications available are typically native applications and do not work within the web browser. In this work, we study the feasibility of implementing a recording solution in the web browser environment.
Poster: http://www.comp.nus.edu.sg/~bhojan/papers/showNtell15.png
Details and Demo @ www.sntboard.com
ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...Anand Bhojan
The use of recording applications for teaching is increasingly popular, with tools such as Ink2Go and ShowMe being available on many platforms and at reasonable cost. However, most recording applications available are typically native applications and do not work within the web browser. In this work, we study the feasibility of implementing a recording solution in the web browser environment.
The design details of ShowNTell can be found in the paper (http://www.comp.nus.edu.sg/~bhojan/papers/ShowNTell15.pdf) published in IEEE ASEE 45th Frontiers In Education 2015 Conference. Please use it for all the references of this ShowNTell project.
Poster: http://www.comp.nus.edu.sg/~bhojan/papers/showNtell15.png
Details and Demo @ www.sntboard.com
NB:- There are new features such as real-time collaborative drawing and non-linear editing are added in the latest versions. Register at www.sntboard.com to get regular updates.
"The greatest challenge of education in the digital world is to train the mind to focus with a strong feeling of purpose where the time shrinks and to re-focus at will" - Dr Bhojan Anand
mumble: Framework for Seamless Message Transfer on SmartphonesAnand Bhojan
This work explores the possibility of transferring data between mobile devices that are nearby each other without the need of pairing, authentication, superuser access and Internet connectivity. Such technology can be used for emergency broadcast, traffic congestion avoidance, IoT, smart city, social and dating systems and games. Except Bluetooth Low Energy technology, there is no other protocol or technology available that allows pairing-free data transfer without Internet connectivity. Bluetooth Low Energy is capable of doing so but at a relatively short range. Using Wi-Fi Direct's Service Broadcast and Discovery, a simple yet novel method is developed which allows for seamless long range (Wi-Fi range) data transfer without Internet connectivity.
The design details of FATS-mumble can be found in the paper (http://www.comp.nus.edu.sg/~bhojan/papers/mumble15.pdf) published in ACM Mobicom 2015 SmartObjects. Please use it for all the references of this mumble project.
The project is open sourced (Github Link): https://github.com/FatsGW/FATS-Mumble.
Demo: http://youtu.be/ACmNYLd2NlI
mumble: Framework for Seamless Message Transfer on SmartphonesAnand Bhojan
This work explores the possibility of transferring data between mobile devices that are nearby each other without the need of pairing, authentication, superuser access and Internet connectivity. Such technology can be used for emergency broadcast, traffic congestion avoidance, IoT, smart city, social and dating systems and games. Except Bluetooth Low Energy technology, there is no other protocol or technology available that allows pairing-free data transfer without Internet connectivity. Bluetooth Low Energy is capable of doing so but at a relatively short range. Using Wi-Fi Direct's Service Broadcast and Discovery, a simple yet novel method is developed which allows for seamless long range (Wi-Fi range) data transfer without Internet connectivity.
The design details of FATS-mumble can be found in the paper (http://www.comp.nus.edu.sg/~bhojan/papers/mumble15.pdf) published in ACM Mobicom 2015 SmartObjects. Please use it for all the references of this mumble project.
The project is open sourced (Github Link): https://github.com/FatsGW/FATS-Mumble.
Demo: http://youtu.be/ACmNYLd2NlI
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.
In this paper, we present simple and novel method to procedurally generate the game maps for multiplayer shooter games faster (in order of seconds) without compromising the expected features of a good multiplayer shooter environment.
PARVAI - HVS Aware Adaptive Display Power Management for Mobile Games [Full T...Anand Bhojan
Displays are one of the major system energy consumers in smartphones. Power consumption of Organic Light-Emitting Diode (OLED) displays have direct relationship with the colour and intensity of the contents being displayed. Games are one of the most popular smartphone applications that consume relatively more resources and power. In this paper, we present Human Visual System (HVS) aware algorithms and techniques to reduce OLED display power consumption up to 45% while retaining the perceived quality of game content. We have implemented and evaluated our solution in the game Quake III and its Android port Kwaak3.
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.
Energy Efficient Mobile Applications with Mobile Cloud Computing ( MCC )Anand Bhojan
http://www.icghia2014.in/keynotespeakers.htm
Conference Keynote Talk: International Conference on Graph Algorithms, High Performance Implementations and Applications Coimbatore (ICGHIA'14)
ARENA - Dynamic Run-time Map Generation for Multiplayer ShootersAnand Bhojan
In this paper, we present simple and novel method to procedurally generate the game maps for multiplayer shooter games faster (in order of seconds) without compromising the expected features of a good multiplayer shooter environment.
PARVAI - HVS Aware Adaptive Display Power Management for Mobile GamesAnand Bhojan
Displays are one of the major system energy consumers in smartphones. Power consumption of Organic Light-Emitting Diode (OLED) displays have direct relationship with the colour and intensity of the contents being displayed. Games are one of the most popular smartphone applications that consume relatively more resources and power. In this paper, we present Human Visual System (HVS) aware algorithms and techniques to reduce OLED display power consumption up to 45% while retaining the perceived quality of game content. We have implemented and evaluated our solution in the game Quake III and its Android port Kwaak3.
How to Position Your Globus Data Portal for Success Ten Good PracticesGlobus
Science gateways allow science and engineering communities to access shared data, software, computing services, and instruments. Science gateways have gained a lot of traction in the last twenty years, as evidenced by projects such as the Science Gateways Community Institute (SGCI) and the Center of Excellence on Science Gateways (SGX3) in the US, The Australian Research Data Commons (ARDC) and its platforms in Australia, and the projects around Virtual Research Environments in Europe. A few mature frameworks have evolved with their different strengths and foci and have been taken up by a larger community such as the Globus Data Portal, Hubzero, Tapis, and Galaxy. However, even when gateways are built on successful frameworks, they continue to face the challenges of ongoing maintenance costs and how to meet the ever-expanding needs of the community they serve with enhanced features. It is not uncommon that gateways with compelling use cases are nonetheless unable to get past the prototype phase and become a full production service, or if they do, they don't survive more than a couple of years. While there is no guaranteed pathway to success, it seems likely that for any gateway there is a need for a strong community and/or solid funding streams to create and sustain its success. With over twenty years of examples to draw from, this presentation goes into detail for ten factors common to successful and enduring gateways that effectively serve as best practices for any new or developing gateway.
How Does XfilesPro Ensure Security While Sharing Documents in Salesforce?XfilesPro
Worried about document security while sharing them in Salesforce? Fret no more! Here are the top-notch security standards XfilesPro upholds to ensure strong security for your Salesforce documents while sharing with internal or external people.
To learn more, read the blog: https://www.xfilespro.com/how-does-xfilespro-make-document-sharing-secure-and-seamless-in-salesforce/
Check out the webinar slides to learn more about how XfilesPro transforms Salesforce document management by leveraging its world-class applications. For more details, please connect with sales@xfilespro.com
If you want to watch the on-demand webinar, please click here: https://www.xfilespro.com/webinars/salesforce-document-management-2-0-smarter-faster-better/
Multiple Your Crypto Portfolio with the Innovative Features of Advanced Crypt...Hivelance Technology
Cryptocurrency trading bots are computer programs designed to automate buying, selling, and managing cryptocurrency transactions. These bots utilize advanced algorithms and machine learning techniques to analyze market data, identify trading opportunities, and execute trades on behalf of their users. By automating the decision-making process, crypto trading bots can react to market changes faster than human traders
Hivelance, a leading provider of cryptocurrency trading bot development services, stands out as the premier choice for crypto traders and developers. Hivelance boasts a team of seasoned cryptocurrency experts and software engineers who deeply understand the crypto market and the latest trends in automated trading, Hivelance leverages the latest technologies and tools in the industry, including advanced AI and machine learning algorithms, to create highly efficient and adaptable crypto trading bots
In 2015, I used to write extensions for Joomla, WordPress, phpBB3, etc and I ...Juraj Vysvader
In 2015, I used to write extensions for Joomla, WordPress, phpBB3, etc and I didn't get rich from it but it did have 63K downloads (powered possible tens of thousands of websites).
Code reviews are vital for ensuring good code quality. They serve as one of our last lines of defense against bugs and subpar code reaching production.
Yet, they often turn into annoying tasks riddled with frustration, hostility, unclear feedback and lack of standards. How can we improve this crucial process?
In this session we will cover:
- The Art of Effective Code Reviews
- Streamlining the Review Process
- Elevating Reviews with Automated Tools
By the end of this presentation, you'll have the knowledge on how to organize and improve your code review proces
How Recreation Management Software Can Streamline Your Operations.pptxwottaspaceseo
Recreation management software streamlines operations by automating key tasks such as scheduling, registration, and payment processing, reducing manual workload and errors. It provides centralized management of facilities, classes, and events, ensuring efficient resource allocation and facility usage. The software offers user-friendly online portals for easy access to bookings and program information, enhancing customer experience. Real-time reporting and data analytics deliver insights into attendance and preferences, aiding in strategic decision-making. Additionally, effective communication tools keep participants and staff informed with timely updates. Overall, recreation management software enhances efficiency, improves service delivery, and boosts customer satisfaction.
Software Engineering, Software Consulting, Tech Lead.
Spring Boot, Spring Cloud, Spring Core, Spring JDBC, Spring Security,
Spring Transaction, Spring MVC,
Log4j, REST/SOAP WEB-SERVICES.
A Comprehensive Look at Generative AI in Retail App Testing.pdfkalichargn70th171
Traditional software testing methods are being challenged in retail, where customer expectations and technological advancements continually shape the landscape. Enter generative AI—a transformative subset of artificial intelligence technologies poised to revolutionize software testing.
Globus Compute wth IRI Workflows - GlobusWorld 2024Globus
As part of the DOE Integrated Research Infrastructure (IRI) program, NERSC at Lawrence Berkeley National Lab and ALCF at Argonne National Lab are working closely with General Atomics on accelerating the computing requirements of the DIII-D experiment. As part of the work the team is investigating ways to speedup the time to solution for many different parts of the DIII-D workflow including how they run jobs on HPC systems. One of these routes is looking at Globus Compute as a way to replace the current method for managing tasks and we describe a brief proof of concept showing how Globus Compute could help to schedule jobs and be a tool to connect compute at different facilities.
Into the Box Keynote Day 2: Unveiling amazing updates and announcements for modern CFML developers! Get ready for exciting releases and updates on Ortus tools and products. Stay tuned for cutting-edge innovations designed to boost your productivity.
Globus Connect Server Deep Dive - GlobusWorld 2024Globus
We explore the Globus Connect Server (GCS) architecture and experiment with advanced configuration options and use cases. This content is targeted at system administrators who are familiar with GCS and currently operate—or are planning to operate—broader deployments at their institution.
Your Digital Assistant.
Making complex approach simple. Straightforward process saves time. No more waiting to connect with people that matter to you. Safety first is not a cliché - Securely protect information in cloud storage to prevent any third party from accessing data.
Would you rather make your visitors feel burdened by making them wait? Or choose VizMan for a stress-free experience? VizMan is an automated visitor management system that works for any industries not limited to factories, societies, government institutes, and warehouses. A new age contactless way of logging information of visitors, employees, packages, and vehicles. VizMan is a digital logbook so it deters unnecessary use of paper or space since there is no requirement of bundles of registers that is left to collect dust in a corner of a room. Visitor’s essential details, helps in scheduling meetings for visitors and employees, and assists in supervising the attendance of the employees. With VizMan, visitors don’t need to wait for hours in long queues. VizMan handles visitors with the value they deserve because we know time is important to you.
Feasible Features
One Subscription, Four Modules – Admin, Employee, Receptionist, and Gatekeeper ensures confidentiality and prevents data from being manipulated
User Friendly – can be easily used on Android, iOS, and Web Interface
Multiple Accessibility – Log in through any device from any place at any time
One app for all industries – a Visitor Management System that works for any organisation.
Stress-free Sign-up
Visitor is registered and checked-in by the Receptionist
Host gets a notification, where they opt to Approve the meeting
Host notifies the Receptionist of the end of the meeting
Visitor is checked-out by the Receptionist
Host enters notes and remarks of the meeting
Customizable Components
Scheduling Meetings – Host can invite visitors for meetings and also approve, reject and reschedule meetings
Single/Bulk invites – Invitations can be sent individually to a visitor or collectively to many visitors
VIP Visitors – Additional security of data for VIP visitors to avoid misuse of information
Courier Management – Keeps a check on deliveries like commodities being delivered in and out of establishments
Alerts & Notifications – Get notified on SMS, email, and application
Parking Management – Manage availability of parking space
Individual log-in – Every user has their own log-in id
Visitor/Meeting Analytics – Evaluate notes and remarks of the meeting stored in the system
Visitor Management System is a secure and user friendly database manager that records, filters, tracks the visitors to your organization.
"Secure Your Premises with VizMan (VMS) – Get It Now"
Enhancing Research Orchestration Capabilities at ORNL.pdfGlobus
Cross-facility research orchestration comes with ever-changing constraints regarding the availability and suitability of various compute and data resources. In short, a flexible data and processing fabric is needed to enable the dynamic redirection of data and compute tasks throughout the lifecycle of an experiment. In this talk, we illustrate how we easily leveraged Globus services to instrument the ACE research testbed at the Oak Ridge Leadership Computing Facility with flexible data and task orchestration capabilities.
Modern design is crucial in today's digital environment, and this is especially true for SharePoint intranets. The design of these digital hubs is critical to user engagement and productivity enhancement. They are the cornerstone of internal collaboration and interaction within enterprises.
top nidhi software solution freedownloadvrstrong314
This presentation emphasizes the importance of data security and legal compliance for Nidhi companies in India. It highlights how online Nidhi software solutions, like Vector Nidhi Software, offer advanced features tailored to these needs. Key aspects include encryption, access controls, and audit trails to ensure data security. The software complies with regulatory guidelines from the MCA and RBI and adheres to Nidhi Rules, 2014. With customizable, user-friendly interfaces and real-time features, these Nidhi software solutions enhance efficiency, support growth, and provide exceptional member services. The presentation concludes with contact information for further inquiries.
2. 2. SYSTEM OVERVIEW
SuperStreamer consists of (i) a SuperStreamer server, (ii) a Su-
perStreamer client (not to be confused with game client), and (iii) a
game builder. The SuperStreamer server is essentially a web server
responsible for serving game files (referred to as assets from here
onwards) to the player. The SuperStreamer client is a modified,
lightweight, Unreal Engine client that is able to stream game assets
from the SuperStreamer Server. The game builder contains modi-
fications and additions to the Unreal Editor that aid in making the
published game ready for distribution to the SuperStreamer Server
and the player.
Full Game Client
Unreal Editor
+
Game Builder
Minimal Game Client
containing
SuperStreamer Client
SuperStreamer
Server
Game
Developer
Game
Player
uses plays
packages
uploaded to
packages streams files from
Figure 1: Users’ High Level Interactions with SuperStreamer
To build a game, a game developer uses the Unreal Engine editor
as per normal, except that they need to mark certain game assets as
essential. These are the asset that must be present before a player
can play the game. The developer then package the game for pub-
lishing using the game builder. The game builder generates lower
quality textures for non-essential game assets used in the game, and
include these in the game to be downloaded (initially) by the player.
The high quality version of the textures are uploaded to the Super-
Streamer server. It also generates asset mappings that will be used
by the Server to locate the correct assets to send to the player.
To play a game, the SuperStreamer client first downloads the
essential game files. Once all the files are loaded, the game is
launched, and as the game is played, the SuperStreamer client pre-
dicts the high-quality textures that will be needed and prefetches
them. Low quality version of the textures are rendered if the high
quality version is not downloaded in time.
To prefetch the game assets, we use a combination of distance-
based and frequency-based approach to prioritize which assets (i.e.,
high-quality textures) to download first. For distance-based ap-
proach, SuperStreamer periodically determine the distance of ob-
jects from the player current position, and assets that are closer are
given higher priority than those that are further away. Assets that
are referenced more times throughout the entire game are also given
higher priority than those that are less frequently referenced, since
the gain of downloading these assets are higher.
3. RESULTS
To evaluate the performance of the SuperStreamer Client, we
measure (i) the initial download size, which is the total file size of
the minimal set of files needed to run the game; (ii) the level load
time, which is the time taken before a level is loaded and playable
by the user.
We built a demo game using our modified version of Unreal En-
gine. Most assets (meshes and textures) were taken from the built-
in Starter Content as well as the free-to-use Infinity Blade Collec-
tion released by Epic Games. The demo game contained 873 tex-
tures, materials, and meshes. The first level to be loaded in this
game consists of 75 objects, with different textures on each object.
The objects were spread out across the level.
The SuperStreamer-enabled game’s initial download size is 139
MB compressed (434 MB uncompressed). At 1.5 MBps, it takes
92 secs to download the initial set of files. The level load time for
the first map is 234 seconds. Giving a total of 326 seconds before
the game can be played.
In constrast, the same game without using SuperStreamer has
an initial download size of 688 MB compressed (1340 MB uncom-
pressed), about 5 times larger. The level load time of the first map is
only 10 secs, but it takes 459 seconds to download all the game con-
tent, giving a total of 469 seconds before the game can be played.
Thus, in the case of our demo game, we achieve a 30% reduction
in game loading time.
Note that, players playing the SuperStreamer-enabled game may
see low-quality textures when the game starts playing and thus ex-
perience lower QoE compared to those playing the non-SuperStreamer
version. SuperStreamer, however, caches high quality game assets
that are downloaded. Thus, on the next launch of the game, play-
ers using the SuperStreamer-enabled game will likely have higher
QoE.
4. CONCLUSION
We present SuperStreamer, a system that enabled progressive
game asset streaming, with the goal of reducing game play startup
time for games that are served from the cloud. Our system uses and
modifies Unreal Engine 4, a popular commercial game engine, thus
making the SuperStreamer approach potentially available to a large
number of game developers.
Beyond this initial proof of concepts, we plan to improve upon
the asset prioritization algorithms, taking into consideration mul-
tiple players, the server load, the network condition, and the QoE
of players. We also plan to integrate SuperStreamer into Gamelets
micro-cloud environment to support low-latency video-based cloud
gaming.
5. ACKNOWLEDGMENT
This work is supported by Singapore Ministry of Education Aca-
demic Research Fund Tier 1 T1 251RES1506 “Cloud-based Multi-
user Interactive Virtual Environments”.
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