Filters








10,338 Hits in 8.8 sec

Modelling Dead Rocking In Online Multiplayer Games [article]

MD Sirajul Huque, C Surekha, A Kishore Kumar, Sri Latha
2012 arXiv   pre-print
and focus on quality of network (QON) which affects a player to leave the game in middle because of poor quality of service (QOS).  ...  The existing model leads to leave the game because of network loss from both sides.  ...  on the effects of latency in popular First Person Shooter (FPS) games has not quantified its impact on player performance.[3] In concentrating on the effects of latency on FPS games, the possibility  ... 
arXiv:1208.3840v1 fatcat:fdqbxc352bhann2ki5xtgjaumi

Latency can kill

Mark Claypool, Kajal Claypool
2010 Proceedings of the first annual ACM SIGMM conference on Multimedia systems - MMSys '10  
While the effects of latency on specific games has been studied, knowledge about the effects of latency on classes of games and about the effects of latency on different player actions is lacking.  ...  Experiments with controlled amount of precision, deadline and latency support the classification.  ...  Acknowledgments A special thanks to Chris Burgess and Nathan Roy for their modifications to the BZFlag code and running of the experiments.  ... 
doi:10.1145/1730836.1730863 dblp:conf/mmsys/ClaypoolC10 fatcat:xcsjmktq3zf3df6jdpp4kkpv44

Page 4301 of Psychological Abstracts Vol. 80, Issue 10 [page]

1993 Psychological Abstracts  
Effects of contextual factors on Ss’ perfor- mance were examined by manipulating the context of the stories’ presentation and by designing the experimental materials to weaken the effects of semantic relations  ...  The overall results of all 5 experi- ments indicate that context influences the priming effect of close semantic relations.  ... 

The human factors of consistency maintenance in multiplayer computer games

Cheryl Savery, T. C. Nicholas Graham, Carl Gutwin
2010 Proceedings of the 16th ACM international conference on Supporting group work - GROUP '10  
The framework shows that there is wide variance in the CM requirements of different game situations, identifies the types of requirements that can be considered, and analyses the effects of several consistency  ...  Our work is the first to look comprehensively at the tradeoffs and costs of CM, and our results are a strong starting point that will help designers improve on the user's quality of experience in distributed  ...  ACKNOWLEDGMENTS We gratefully acknowledge the funding of the NSERC Strategic Project Grant on Technology for Rich Group Interaction in Networked Games and the GRAND Research Network.  ... 
doi:10.1145/1880071.1880103 dblp:conf/group/SaveryGG10 fatcat:aijeqcgyqbaehldw66bkaptsye

Experiences from Implementing a Mobile Multiplayer Real-Time Game for Wireless Networks with High Latency

Alf Inge Wang, Martin Jarrett, Eivind Sorteberg
2009 International Journal of Computer Games Technology  
Specifically, the paper focuses on a discussion about how much of the game should run locally on the client versus on the server to minimize the load on the mobile device and obtain sufficient consistency  ...  The paper reports on network latency and bandwidth measurements from playing the game live over GPRS, EDGE, UMTS, and WLAN using the TCP and the UDP protocols.  ...  They would also like to thank the editor and the reviewers of IJCGT for providing useful feedback used to improve the paper.  ... 
doi:10.1155/2009/530367 fatcat:psgtp4a6xjdi7fuifilpgzl7cq

Large-Scale Parallel Computing on Grids

Henri Bal, Kees Verstoep
2008 Electronical Notes in Theoretical Computer Science  
Algorithmic optimizations like latency-hiding and exploiting locality can be used effectively to obtain high performance on grids, despite the relatively slow wide-area networks that connect the grid resources  ...  We present several performance results on a state-of-the-art computer science grid (DAS-3) with a dedicated optical network.  ...  We also thank Michael Weber and Wan Fokkink for their suggestions improving the paper. The initial work on TDS and Awari was performed largely by John Romein.  ... 
doi:10.1016/j.entcs.2008.11.010 fatcat:esb4axh6zberfdlf2m5y6w3rpe

Evidence-Aware Mobile Computational Offloading

Huber Flores, Pan Hui, Petteri Nurmi, Eemil Lagerspetz, Sasu Tarkoma, Jukka Manner, Vassilis Kostakos, Yong Li, Xiang Su
2018 IEEE Transactions on Mobile Computing  
We demonstrate the feasibility of using crowdsensing to characterize offloading contexts through an analysis of two crowdsensing datasets.  ...  Currently, offloading decisions are predominantly based on profiling performed on individual devices.  ...  consider a handful of parameters such as network latency, remaining energy, and CPU speed [9] , [18] , the use of crowdsensing enables EMCO to quantify and characterize the effect of a wide range of  ... 
doi:10.1109/tmc.2017.2777491 fatcat:xcfn4w5ijbaxtewxlf36yhzkpu

To cloud or not to cloud: A mobile device perspective on energy consumption of applications

Vinod Namboodiri, Toolika Ghose
2012 2012 IEEE International Symposium on a World of Wireless, Mobile and Multimedia Networks (WoWMoM)  
Subsequently, it presents an analytical model that helps characterize energy consumption of mobile devices under both the cloud and non-cloud application scenarios.  ...  The cloud computing paradigm enables the work anywhere anytime paradigm by allowing application execution and data storage on remote servers.  ...  ANALYTICAL CHARACTERIZATION In this section we develop an analytical model to characterize the energy consumption of a device.  ... 
doi:10.1109/wowmom.2012.6263712 dblp:conf/wowmom/NamboodiriG12 fatcat:gqv2ojv4vvcapf6aguz4jopeu4

Cloudification of Virtual Reality Gliding Simulation Game

Rytis Buzys, Rytis Maskeliūnas, Robertas Damaševičius, Tatjana Sidekerskienė, Marcin Woźniak, Wei Wei
2018 Information  
In the cloud, a cloud gaming platform is hosted on cloud servers with two principal components: game logic engaged in the implementation of game mechanics and game interactions, and video renderer that  ...  The results of cloudification were evaluated by measuring and comparing computation offloading performance, network traffic, the probability of service drop, perceptual quality and video quality.  ...  Conflicts of Interest: The authors declare no conflict of interest. Information 2018, 9, 293  ... 
doi:10.3390/info9120293 fatcat:5mzowl3lnvaphom63bxwmyesva

Towards pervasive and mobile gaming with distributed cloud infrastructure

Teemu Kamarainen, Matti Siekkinen, Yu Xiao, Antti Yla-Jaaski
2014 2014 13th Annual Workshop on Network and Systems Support for Games  
For example in cloud gaming, the type of game, experience and mood of the user and control method all can have an effect on the overall quality of experience.  ...  First, we review previous research on cloud gaming, specifically its benefits and challenges as well as the effect of latency for the quality of experience.  ... 
doi:10.1109/netgames.2014.7008957 dblp:conf/netgames/KamarainenSXY14 fatcat:s5jql6rmebgcniz6fs7gnn3zdi

A Survey of Bandwidth and Latency Enhancement Approaches for Mobile Cloud Game Multicasting [article]

Mohammad Hosseini
2017 arXiv   pre-print
One of the challenges in cloud mobile gaming is how to efficiently multicast gaming contents and updates in Massively Multi-player Online Games (MMOGs).  ...  This report surveys the state of art techniques introduced for game synchronization and multicasting mechanisms to decrease latency and bandwidth consumption, and discuss several schemes that have been  ...  World of Warcraft, Counter-Strike and even Second Life (However Second Life is not actually a gaming environment) are examples of such games which are actually characterized by the need for a short latency  ... 
arXiv:1707.00238v1 fatcat:4xj6fhxafba3tnnqjgdmyb6eke

A Virtualization-based approach for zone migration in distributed virtual environments

Duong Ta, Thang Nguyen, Tran Nguyen, Nguyen Do, Xueyan Tang, Wentong Cai, Suiping Zhou
2011 Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques  
Extensive experiments have also been conducted with an online multi-player game prototype constructed using the Torque 3D game engine.  ...  We have implemented the proposed migration approach and algorithms in a tool for DVE performance enhancement and monitoring.  ...  Acknowledgement This work is supported in part by the Singapore National Research Foundation under Grant NRF2007IDM-IDM002-052.  ... 
doi:10.4108/icst.simutools.2011.245557 dblp:conf/simutools/TaNNDTCZ11 fatcat:c3uogvww3zfkba76c7ru345wlu

MAUI

Eduardo Cuervo, Aruna Balasubramanian, Dae-ki Cho, Alec Wolman, Stefan Saroiu, Ranveer Chandra, Paramvir Bahl
2010 Proceedings of the 8th international conference on Mobile systems, applications, and services - MobiSys '10  
MAUI uses the benefits of a managed code environment to offer the best of both worlds: it supports fine-grained code offload to maximize energy savings with minimal burden on the programmer.  ...  In our evaluation, we show that MAUI enables: 1) a resource-intensive face recognition application that consumes an order of magnitude less energy, 2) a latency-sensitive arcade game application that doubles  ...  Figure 6 shows the effect of MAUI's profiling on the performance of the video game under each of these five scenarios.  ... 
doi:10.1145/1814433.1814441 dblp:conf/mobisys/CuervoBCWSCB10 fatcat:4xfkh3ntdbe4nfwqlgpcxjnekm

A Measurement Study on Achieving Imperceptible Latency in Mobile Cloud Gaming

Teemu Kämäräinen, Matti Siekkinen, Antti Ylä-Jääski, Wenxiao Zhang, Pan Hui
2017 Proceedings of the 8th ACM on Multimedia Systems Conference - MMSys'17  
In addition, we study the expected latency reduction by near future technological development and show that its potential impact is bigger on the end-to-end latency than that of replication of the service  ...  We also perform a Europewide latency measurement study to find the optimal server locations and see how the number of server locations affects the network delay.  ...  Hence, our work differs from previous studies that have used latency limits whose effect on user experience have been characterized through Mean Opinion Score (MOS) scale ratings in subjective experiments  ... 
doi:10.1145/3083187.3083191 dblp:conf/mmsys/KamarainenSYZH17 fatcat:ajarao3ugrcfbkezqk7d2wxo6a

Demo

Eduardo Cuervo, Alec Wolman, Landon Cox, Stefan Saroiu, Madanlal Musuvathi, Ali Razeen
2014 Proceedings of the 12th annual international conference on Mobile systems, applications, and services - MobiSys '14  
This paper presents Kahawai 1 , a system that provides high-quality gaming on mobile devices, such as tablets and smartphones, by offloading a portion of the GPU computation to server-side infrastructure  ...  In our evaluation, we show that Kahawai can deliver gameplay at an acceptable frame rate, and achieve high visual quality using as little as one-sixth of the bandwidth of the conventional thin-client approach  ...  To characterize latency, we measure the time elapsed between when Kahawai samples an input event and when Kahawai shows the frame reflecting the effect of that input event.  ... 
doi:10.1145/2594368.2601482 dblp:conf/mobisys/CuervoWCSMR14 fatcat:bczso3d6jbbq7fnzawqcsqi5gu
« Previous Showing results 1 — 15 out of 10,338 results