Publication | Closed Access
Game as video
46
Citations
14
References
2013
Year
Unknown Venue
Video Game DevelopmentEngineeringMultimedia NetworkSimulation Video GameBroadband Internet AccessSelective ObjectVirtual RealityInternet Of ThingsGame DesignVideo TransmissionOnline GamesAdaptive Bitrate StreamingGame StudiesComputer EngineeringGame StudyComputer ScienceMobile ComputingMultimedia DeliveryEdge ComputingVideo Game StudiesCloud ComputingArtsWireless Multimedia System
Wide-spread availability of broadband internet access and the ubiquity of thin smart end devices such as smart-phones and tablets have led to a trend of moving more services away from the end devices to data centers, commonly referred to as Cloud Computing. For gaming, the stringent network bandwidth requirements of Cloud Gaming and the rapid growth of massively multiplayer online games (MMOG) call for novel content encoding and scene customization schemes to control the bit rate of the streaming video of the game scene. In this paper, a first step has been taken towards this goal by presenting a selective object encoding method to reduce the required network bandwidth and processing power without much impact on the player's quality of experience.
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