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Adaptive display power management for mobile games

Bhojan Anand, Karthik Thirugnanam, Jeena Sebastian, Pravein G. Kannan, Akhihebbal L. Ananda, Mun Choon Chan, Rajesh Krishna Balan
2011 Proceedings of the 9th international conference on Mobile systems, applications, and services - MobiSys '11  
This saves significant power as the majority of the LCD's display power is consumed by its backlight.  ...  the display power without significantly affecting the perceived gameplay quality.  ...  ACKNOWLEDGEMENTS The authors would like to thank the anonymous reviewers for their help in improving this paper.  ... 
doi:10.1145/1999995.2000002 dblp:conf/mobisys/AnandTSKACB11 fatcat:wconpfkwevdini6vaqhhndmpgi

PARVAI — HVS aware adaptive display power management for mobile games

Bhojan Anand, Li Kecen, Akkihebbal L. Ananda
2014 2014 Seventh International Conference on Mobile Computing and Ubiquitous Networking (ICMU)  
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.  ...  Games are one of the most popular smartphone applications that consume relatively more resources and power.  ...  In this paper we present an OLED power management technique for mobile games which is adaptive to the game content (colour and intensity) and Human Visual System (HVS) characteristics.  ... 
doi:10.1109/icmu.2014.6799052 dblp:conf/icmu/AnandKA14 fatcat:ra36koxssrfaxpoh2po2mfelkq

Adaptive display power management for OLED displays

Tan Kiat Wee, Rajesh Krishna Balan
2012 Proceedings of the first ACM international workshop on Mobile gaming - MobileGames '12  
In this paper, we describe a technique that makes use of saliency, with respect to the end user, to reduce the power consumption of OLED displays when they are used for games, by reducing the brightness  ...  We evaluated our technique with a user study and showed that even for fast-paced shooting games, our solution is able to save a modest amount of power with no impact in the end user gaming experience.  ...  The main contribution of this paper is that we integrate this notion of saliency into a power management framework for OLED displays.  ... 
doi:10.1145/2342480.2342487 fatcat:a7ify76z5jbi7kdrz2ny34ovsi

Adaptive display power management for OLED displays

Tan Kiat Wee, Rajesh Krishna Balan
2012 Computer communication review  
In this paper, we describe a technique that makes use of saliency, with respect to the end user, to reduce the power consumption of OLED displays when they are used for games, by reducing the brightness  ...  We evaluated our technique with a user study and showed that even for fast-paced shooting games, our solution is able to save a modest amount of power with no impact in the end user gaming experience.  ...  The main contribution of this paper is that we integrate this notion of saliency into a power management framework for OLED displays.  ... 
doi:10.1145/2377677.2377770 fatcat:nvoq24h2ybgavhjzj5efpda2c4

Energy-aware Adaptive Multimedia for Game-based e-learning

Ioana Ghergulescu, Arghir-Nicolae Moldovan, Cristina Hava Muntean
2014 2014 IEEE International Symposium on Broadband Multimedia Systems and Broadcasting  
To reduce the mobile device energy consumption and enable the player to play for longer, the proposed framework proposes to adapt both the educational game elements as well as the game's recorded multimedia  ...  This paper proposes an Energy-aware Adaptive Multimedia Game-based E-learning (EAMGBL) framework that aims to enable energy-efficient educational games delivery to mobile devices over wireless networks  ...  ., video resolution, framerate and bitrate) that can be adapted in order to reduce the mobile device power consumption with retrieving, decoding and displaying the game recording multimedia streams.  ... 
doi:10.1109/bmsb.2014.6873573 dblp:conf/bmsb/GhergulescuMM14 fatcat:cey6z3qodjb3vftzfanqlavrdi

BLAST: Battery Lifetime-constrained Adaptation with Selected Target in Mobile Devices

Pietro Mercati, Vinay Hanumaiah, Jitendra Kulkarni, Simon Bloch, Tajana Rosing
2015 Proceedings of the 12th EAI International Conference on Mobile and Ubiquitous Systems: Computing, Networking and Services  
In this work, we propose a novel power characterization strategy for mobile devices called application-dependent power states (AP-states).  ...  Mobile devices today contain many power hungry subsystems and execute different applications.  ...  Li et al. propose an intelligent and self-adaptive scheme for mobile power management, called SmartCap [21] .  ... 
doi:10.4108/eai.22-7-2015.2260051 dblp:journals/ew/MercatiHKBR15 fatcat:bbqnizaxhfejlh47da6q5ulrsq

SoundPark: Towards Highly Collaborative Game Support in a Ubiquitous Computing Architecture [chapter]

Romain Pellerin, Nicolas Bouillot, Tatiana Pietkiewicz, Mike Wozniewski, Zack Settel, Eric Gressier-Soudan, Jeremy R. Cooperstock
2009 Lecture Notes in Computer Science  
As a compelling example, we consider the role of ubiquitous computing to support the needs of a distributed multi-user game, including mobility, mutual awareness, and geo-localization.  ...  Our experience designing and developing the game motivates significant discussion related to issues of general relevance to ubiquitous game architectures, including integration of heterogeneous components  ...  Mobile devices for the user interface. Mobility requirements imposed hard limits regarding weight, size, and power autonomy.  ... 
doi:10.1007/978-3-642-02164-0_12 fatcat:szdb2jgucna7bczpwqwgucqyou

ARIVU: Making Networked Mobile Games Green

Anand Bhojan, Ananda L. Akhihebbal, Mun Choon Chan, Rajesh Krishna Balan
2011 Journal on spesial topics in mobile networks and applications  
With the improved processing power, graphic quality and high-speed wireless connection in recent generations of mobile phones, it looks more attractive than ever to introduce networked games on these devices  ...  Therefore, the main concern is the limitation of the battery power of such portable devices to support potentially longhour of game play.  ...  For mobile game clients, the resources that can be managed to save power include the network, processor, and display.  ... 
doi:10.1007/s11036-011-0312-8 fatcat:dq4qzz2fibb6pogqvopen32dim

Green media: the future of wireless multimedia networks [Guest Editorial]

Maged Elkashlan, Zhan Ma, Yao Wang, Mohsen Guizani, Lei Shu, George Karagiannidis, Trung Duong
2014 IEEE wireless communications  
content adaptive display adaptation, environment adaptive presentation, and multimedia display technologies; and 4) low-power multimedia system design including software and hardware architectures, scalable  ...  ., mobile TV, video on demand, online video repositories, immersive video interaction, peer to peer video streaming, and interactive video gaming), and anytime anywhere communication, the number of smartphones  ...  content adaptive display adaptation, environment adaptive presentation, and multimedia display technologies; and 4) low-power multimedia system design including software and hardware architectures, scalable  ... 
doi:10.1109/mwc.2014.6882290 fatcat:y2wmk3gcfrafzemwpyeshz7zeq

On the Development of a Web-Based M-Learning System for Dual Screen Handheld Game Consoles

Hend S. Al-Khalifa
2011 International Journal of Interactive Mobile Technologies  
This paper presents our experience on the design and development of an M-Learning web-based system for the Nintendo DSi game console.  ...  Then it explains how we overcome these challenges by adopting a design decision suitable for the screen requirements of the Nintendo DSi console.  ...  ACKNOWLEDGMENT The author would like to thank her undergraduate project students for developing the system.  ... 
doi:10.3991/ijim.v5i2.1530 fatcat:wiay3sdtuvahvlployz4x7p3li

Content-centric Display Energy Management for Mobile Devices

Dongwon Kim, Nohyun Jung, Hojung Cha
2014 Proceedings of the The 51st Annual Design Automation Conference on Design Automation Conference - DAC '14  
While active studies have been conducted to reduce the power consumption of display-related components of mobile devices, previous work has rarely approached the issues without having to deteriorate graphical  ...  We first define a metric called the content rate from which an appropriate refresh rate is determined for displaying content.  ...  A new scheme is therefore required to eliminate the power consumption caused by redundant graphic operations in mobile devices .12 In this paper, we propose a display power management scheme that efficiently  ... 
doi:10.1145/2593069.2593113 dblp:conf/dac/KimJC14 fatcat:lvejg57npzfbfa4l5wncbn3oo4

Content-centric display energy management for mobile devices

Dongwon Kim, Nohyun Jung, Hojung Cha
2014 2014 51st ACM/EDAC/IEEE Design Automation Conference (DAC)  
While active studies have been conducted to reduce the power consumption of display-related components of mobile devices, previous work has rarely approached the issues without having to deteriorate graphical  ...  We first define a metric called the content rate from which an appropriate refresh rate is determined for displaying content.  ...  A new scheme is therefore required to eliminate the power consumption caused by redundant graphic operations in mobile devices .12 In this paper, we propose a display power management scheme that efficiently  ... 
doi:10.1109/dac.2014.6881368 fatcat:sz3inxvwk5etrato37574xcln4

User-centric Joint Power and Thermal Management for Smartphones

Pietro Mercati, Vinay Hanumaiah, Jitendra Kulkarni, Simon Bloch, Tajana Simunic Rosing
2014 Proceedings of the 6th International Conference on Mobile Computing, Applications and Services  
Existing power management solutions do not account for user-experience, which can impact user satisfaction.  ...  Excessive power consumption and high temperatures are some of the key factors limiting battery charge life and performance of current mobile devices or smartphones.  ...  Power management techniques presented in [20] , [21] also reduces power consumption for gaming by adapting to current and predicted program state.  ... 
doi:10.4108/icst.mobicase.2014.257788 dblp:conf/mobicase/MercatiRHKB14 fatcat:63clocktz5bbhjkkwxxio4xlsm

Using Semantic UI Descriptions for Adaptive Mobile Games

Pascal Bihler, Holger Mügge, Mark Schmatz, Armin B. Cremers
2009 Jahrestagung der Gesellschaft für Informatik  
In recent years, mobile devices became more and more powerful, wireless Internet access is becoming standard.  ...  As we show in this paper, especially when used in the context of service based reconfigurable mobile games, the fusion of semantically described interfaces can simplify the generation of complex adaptable  ...  Hence, a dynamic adaptation of the game UI at runtime is needed. Thus we see two main adaptation challenges for mobile game applications and its user interfaces: 1.  ... 
dblp:conf/gi/BihlerMSC09 fatcat:2u4asapoyvdk5bwykrlj2b5u3y

Using semantic descriptions for adaptive mobile games UIs

Pascal Bihler, Holger Mügge, Mark Schmatz, Armin B. Cremers
2009 Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services - MobileHCI '09  
of complex adaptable game UIs and form an integral aspect of a mobile game development kit.  ...  Mobile devices became powerful recently and wireless Internet access is becoming standard.  ...  RELATED WORK Model based UI design for classical and mobile applications has been proposed for almost a decade [7] .  ... 
doi:10.1145/1613858.1613937 dblp:conf/mhci/BihlerMSC09 fatcat:vjqvu5rudvhmflcpwfapli6zca
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