Emerging Technologies and Applications for Cloud-Based Gaming - Advances in Multimedia and Interactive Technologies
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Published By IGI Global

9781522505464, 9781522505471

Author(s):  
Padmalaya Nayak ◽  
Shelendra Kumar Sharma

With the rapid growth of Cloud Computing, various diverse applications are growing exponentially through large data centers with the use of Internet. Cloud gaming is one of the most novel service applications that helps to store the video games in cloud and client can access the games as audio/video streams. Cloud gaming in practice substantially reduces the computational cost at the client side and enables the use of thin clients. Further, Quality of Service (QoS) may be affected through cloud gaming by introducing access latency. The objective of this chapter is to bring the impact and effectiveness of cloud gaming application on users, Health care, Entertainment, and Education.


Author(s):  
Nandhini Kesavan ◽  
Raajan N. R.

The main objective of gesture recognition is to promote the technology behind the automation of registered gesture with a fusion of multidimensional data in a versatile manner. To achieve this goal, computers should be able to visually recognize hand gestures from video input. However, vision-based hand tracking and gesture recognition is an extremely challenging problem due to the complexity of hand gestures, which are rich in diversities due to high degrees of freedom involved by the human hand. This would make the world a better place with for the commons not only to live in, but also to communicate with ease. This research work would serve as a pharos to researchers in the field of smart vision and would immensely help the society in a versatile manner.


Author(s):  
Balamurugan Balusamy ◽  
P. Venkata Krishna ◽  
Aishwarya T. ◽  
Thusitha M. ◽  
Tamizh Arasi G. S. ◽  
...  

In multi-player cloud gaming two or more people from different locations may actively participate in gaming as like they were in a similar geographical location. In such cases handling massive user inputs, performance rendering, bandwidth fluctuations, load balancing, data capturing, data transmission in real time still remains a cumbersome in cloud gaming. In this chapter, we propose a framework that overcomes the major issues associated with quality of service in cloud gaming. The cloud platform consists of two environments namely workbench and runtime environment, where the work bench environment comprises of tools like end user tools, data parsing tools and data integrity tools through which the user input is analyzed and sent to the run time environment for further processing. Each tool present at the cloud platform helps in achieving the quality factors through its functionalities. The user request is processed and the results will be sent to the clients through the runtime environment.


Author(s):  
Raajan N. R. ◽  
Nandhini Kesavan

Augmented Reality (AR) plays a vital role in the field of visual computing. AR is actually different but often confused to be the same is Virtual Reality (VR). While VR creates a whole new world, AR aims at designing an environment in real time with virtual components that are overlaid on the real components. Due to this reason, AR comes under the category of 'mixed reality'. AR could be viewed on any smart electronic gadgets like mobile, laptop, projector, tablet etc., AR could be broadly classified as Marker-based and Markerless. If it is marker-based, a pattern is used whereas in markerless system there is no need of it. In case of marker, if we show the pattern to a webcam it will get details about it and impose the object on the marker. We are incorporating a new efficient solution for integrating a virtual object on to a real world which can be very much handful for tourism and advertisement for showcasing objects or things. The ultimate goal is to augmenting the 3D video onto a real world on which it will increase the person's conceptual understanding of the subject.


Author(s):  
Shivangshu Nag ◽  
Vipul Kumar Srivastava ◽  
Ragam Sai Krishna

This chapter talks about the latest technology being used for Cloud Gaming. It discusses about various aspects of this technology. The first part gives a brief introduction about what is actually cloud gaming and the ways in which it is implemented. The subsequent section talks about the various servers and units involved in the whole process. The next section talks about the importance of performance and efficiency in the Cloud Gaming system. There are various advantages of implementing such systems over the traditional gaming systems and of course every coin has two sides and thus there are various limitations of this technology which are discussed further in the chapter. What can be the new advancements and the future of the Cloud Gaming System has also been taken up in this chapter. Some case studies have also been included in this chapter to understand the various topics more clearly by analyzing the present scenarios and systems. The companies which offer cloud based gaming services have been discussed about to understand their technologies and implementation mechanisms.


Author(s):  
Ebin Deni Raj ◽  
L. D. Dhinesh Babu

Cloud computing is the most utilized and evolving technology in the past few years and has taken computing to a whole new level such that even common man is receiving the benefits. The end user in cloud computing always prefers a cloud service provider which is efficient, reliable and best quality of service at the lowest possible price. A cloud based gaming system relieves the player from the burden of possessing high end processing and graphic units. The storage of games hosted in clouds using the latest technologies in cloud has been discussed in detail. The Quality of service of games hosted in cloud is the main focus of this chapter and we have proposed a mathematical model for the same. The various factors in dealing with the quality of service on cloud based games have been analyzed in detail. The quality of experience of cloud based games and its relation with quality of service has been derived. This chapter focuses on the various storage techniques, quality of experience factors and correlates the same with QoS in cloud based games.


Author(s):  
Dominik Meiländer ◽  
Sergei Gorlatch

Massively Multiplayer Online Games (MMOG) are a challenging class of applications: they combine high demands on real-time user interactivity and adaptability with the problem of an efficient and economic utilization of resources for the dynamically changing number of users. This chapter studies how MMOG can benefit from Cloud Computing with its Infrastructure-as-a-Service (IaaS) approach to cost-efficient leasing resources on demand. The chapter makes two major contributions: (1) a new lifecycle model for the development of adaptable MMOG expresses major design and execution aspects of Cloud-based MMOG, and (2) a resource management system RTF-RMS implements efficient load balancing for MMOG on Clouds. The authors illustrate how their lifecycle model and RTF-RMS system support the efficient development and execution of adaptable MMOG on Clouds and demonstrate the advantages of their approach in an experimental evaluation.


Author(s):  
Prajit Kumar Datta ◽  
Utkarsh Srivastava

This chapter talks about the architecture required for cloud gaming and various challenges in cloud based gaming. The first part gives a brief introduction about what is actually cloud gaming and the ways in which it is implemented. The subsequent section talks about the cloud gaming system architecture and different server, client components of cloud gaming frameworks involved in the whole process. The next section talks about various cloud based services and their system architecture. In this chapter main aspect is the server client architecture and data flow models via this architecture. A comparative study has been made among various service providers to have a better understanding of the architecture deployed by them in cloud based gaming. The next section discusses about the Challenges of Cloud based Gaming. The future and new improvisations of the Cloud based Gaming System has also been taken up in this chapter.


Author(s):  
Sharon Moses J. ◽  
Dhinesh Babu L. D. ◽  
Nirmala M. ◽  
M. Rajasekhara Babu ◽  
P. Venkata Krishna

Cloud gaming-as-a-service is emerging as one of the potential revenue generating futuristic fields with a higher growth rate. Cloud gaming service is an entertainment service that depends totally on the cloud computing technology. Cloud gaming delivers games to the gamers, anywhere at any time without any gaming specific hardware and without diminishing the gamer's quality of experience. From getting the user command to rendering the graphics, everything is processed at the gaming service provider end. The only need for the gamer is to use a thin client like web browser to access the cloud game server. In this chapter, we have detailed about the cloud game systems, cloud game services, issues in cloud gaming, economics of cloud gaming, research prospects and the evolution of cloud gaming service.


Author(s):  
Sudha Senthilkumar ◽  
V. Madhu Viswanatham

Online gaming allows players from different location to play synchronously together for entertainment. Generally multimedia applications which is highly latency sensitive and it requires specific hardware, such as Graphic Processing Units (GPUs) and fast memory. Since recent advances in cloud computing makes it suitable for moving the gaming application to the cloud and streams the video sequence back to the player over the Internet. This is more beneficial for less powerful computational devices that are otherwise incapable of running high-quality games. In addition to this cloud gaming is platform independence means it allow you to play on your android or IOS powered devices. There are several cloud providers like On-Live, G-Cluster and GFACE are provides active game services. However, providing proper access control for games which require license to play various levels is one of the important requirements to play the online games. This paper proposes the suitable access control mechanism to provide the access to cloud gaming applications.


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