DocumentCode
186642
Title
Implementation of the cloud gaming platform with adaptive bitrate streaming
Author
Eunjun Rhee ; IlHong Shin ; Hyunwoo Lee
Author_Institution
Intell. Convergence Media Res. Dept., Electron. & Telecommun. Res. Inst., Daejeon, South Korea
fYear
2014
fDate
22-24 Oct. 2014
Firstpage
478
Lastpage
479
Abstract
There are still many technical challenges to provide a better user´s experience in the field of cloud-based gaming service. We focus on an adaptive streaming technology in this paper. We describe the implementation of platform for cloud-based gaming service, delivering virtualized gaming contents adaptively according to variations of available network bandwidth. And we show the measured latency according to changes of the bandwidth at user´s access network.
Keywords
cloud computing; computer games; adaptive bitrate streaming technology; cloud gaming platform; cloud-based gaming service; latency measurement; network bandwidth; user access network; user experience; virtualized gaming content; Bandwidth; Bit rate; Games; Quality of service; Real-time systems; Servers; Streaming media; adaptive streaming; cloud gamig; latency;
fLanguage
English
Publisher
ieee
Conference_Titel
Information and Communication Technology Convergence (ICTC), 2014 International Conference on
Conference_Location
Busan
Type
conf
DOI
10.1109/ICTC.2014.6983185
Filename
6983185
Link To Document