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Network traffic adaptation for cloud games

Ewelle Richard Ewelle, Francillette Yannick, Mahdi Ghulam et Gouaïch Abdelkader. (2013). Network traffic adaptation for cloud games. International Journal of Cloud Computing : Services and Architecture, 3, (5), p. 1-17.

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URL officielle: http://dx.doi.org/doi:10.5121/ijccsa.2013.3501

Résumé

With the arrival of cloud technology, game accessibility and ubiquity have a bright future; Games can be hosted in a centralize server and accessed through the Internet by a thin client on a wide variety of devices with modest capabilities: cloud gaming. However, current cloud gaming systems have very strong requirements in terms of network resources, thus reducing the accessibility and ubiquity of cloud games, because devices with little bandwidth and people located in area with limited and unstable network connectivity, cannot take advantage of these cloud services. In this paper we present an adaptation technique inspired by the level of detail (LoD) approach in 3D graphics. It delivers multiple platform accessibility and network adaptability, while improving user’s quality of experience (QoE) by reducing the impact of poor and unstable network parameters (delay, packet loss, jitter) on game interactivity. We validate our approach using a prototype game in a controlled environment and characterize the user QoE in a pilot experiment. The results show that the proposed framework provides a significant QoE enhancement.

Type de document:Article publié dans une revue avec comité d'évaluation
Volume:3
Numéro:5
Pages:p. 1-17
Version évaluée par les pairs:Oui
Date:Octobre 2013
Sujets:Sciences naturelles et génie > Sciences mathématiques > Informatique
Département, module, service et unité de recherche:Départements et modules > Département d'informatique et de mathématique
Mots-clés:Level of detail, quality of experience, cloud gaming, network, communication
Déposé le:11 nov. 2020 22:07
Dernière modification:08 déc. 2020 00:06
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