Research Article Synchronous Remote Rendering for VR
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Downloading Outlook Email from Browser How to Sign in to Outlook on the Web
downloading outlook email from browser How to sign in to Outlook on the web. To sign in to Outlook on the web using your work or school account in Microsoft 365: Enter the email address and password for your account. Select Sign in . Note: To sign in to Microsoft 365 using another account, select Use another account the next time you sign in. If you're signing in to Office 365 operated by 21Vianet (in China): If you're trying to sign in with an Outlook.com, Hotmail, Live, or MSN email account, see How to sign in to or out of Outlook.com. Problems signing in or out? To sign out of Outlook on the web: Select your account picture at the top of the screen. If you don't see your picture at the top of screen, check to see if ad blocking is turned on. Sometimes this prevents the picture from showing. Select Sign out . To prevent Outlook on the web from signing you in to your work or school account automatically, clear the Keep me signed in check box the next time you sign in to Microsoft 365. Connect email accounts in Outlook on the web (Microsoft 365) You won’t be able to connect new accounts after September 15, 2018. Accounts that were connected before September 15, 2018, will continue to sync as usual until October 30, 2018. On October 30, 2018, all connected accounts will stop syncing email. On November 15, 2018, the Connected accounts option ( Settings > Mail > Accounts ) will be removed from Outlook on the web . -
Subjective Quality Assessment for Cloud Gaming
Article Subjective Quality Assessment for Cloud Gaming Abdul Wahab 1,* , Nafi Ahmad 1 , Maria G. Martini 2 and John Schormans 1 1 School of Electronic Engineering and Computer Science, Queen Mary University of London, Mile End Road, London E1 4NS, UK; Nafi[email protected] (N.A.); [email protected] (J.S.) 2 School of Computer Science and Mathematics, Kingston University, River House, 53-57 High Street, Kingston upon Thames, Surrey KT1 1LQ, UK; [email protected] * Correspondence: [email protected] Abstract: Using subjective testing, we study the effect of the network parameters, delay and packet loss ratio, on the QoE of cloud gaming. We studied three different games, selected based on genre, popularity, content complexity and pace, and tested them in a controlled network environment, using a novel emulator to create realistic lognormal delay distributions instead of relying on a static mean delay, as used previously; we also used Parsec as a good representative of the state of the art. We captured user ratings on an ordinal Absolute Category Rating scale for three quality dimensions: Video QoE, Game-Playability QoE, and Overall QoE. We show that Mean Opinion Scores (MOS) for the game with the highest levels of content complexity and pace are most severely affected by network impairments. We also show that the QoE of interactive cloud applications rely more on the game playability than the video quality of the game. Unlike earlier studies, the differences in MOS are validated using the distributions of the underlying dimensions. A Wilcoxon Signed-Rank test showed that the distributions of Video QoE and Game Playability QoE are not significantly different. -
On Energy Consumption of Mobile Cloud Gaming Using Gaminganywhere
Thesis no.:MSEE-2016-54 On energy consumption of mobile cloud gaming using GamingAnywhere Suren Musinada Faculty of Computing Blekinge Institute of Technology SE–371 79 Karlskrona, Sweden This thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Masters in Electrical Engineering with Emphasis on Telecommunication Systems. The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author(s): Suren Musinada E-mail: [email protected] University advisor: Dr. Yong Yao Department of communication systems E-mail: [email protected] Faculty of Computing Internet : www.bth.se Blekinge Institute of Technology Phone : +46 455 38 50 00 SE–371 79 Karlskrona, Sweden Fax : +46 455 38 50 57 Abstract In the contemporary world, there has been a great proliferation of using smart-phone devices and broadband wireless networks, the young gener- ation using mobile gaming market is tremendously increasing because of the enormous entertainment features. Mobile cloud gaming is a promising technology that overcome the implicit restrictions such as computational capacity and limited battery life. GamingAnywhere is an open source cloud gaming system which is used in this thesis and calculate the energy con- sumption of mobile device when using GamingAnywhere. The aim of the thesis is to measure the power consumption of the mo- bile device when the game is streamed from the GamingAnywhere server to GamingAnywhere client. Total power consumption is calculated for four resolutions by using the hardware monsoon power monitoring tool and the individual components of mobile device such as CPU, LCD and Audio power are calculated by software PowerTutor. -
On the Quality of Service of Cloud Gaming Systems
IEEE TRANSACTIONS ON MULTIMEDIA, VOL. X, NO. X, SEPTEMBER 2013 1 On the Quality of Service of Cloud Gaming Systems Kuan-Ta Chen, Member, IEEE, Yu-Chun Chang, Hwai-Jung Hsu, De-Yu Chen, Chun-Ying Huang, Member, IEEE, Cheng-Hsin Hsu, Member, IEEE Abstract Cloud gaming, i.e., real-time game playing via thin clients, relieves users from being forced to upgrade their computers and resolve the incompatibility issues between games and computers. As a result, cloud gaming is generating a great deal of interests among entrepreneurs, venture capitalists, general publics, and researchers. However, given the large design space, it is not yet known which cloud gaming system delivers the best user-perceived Quality of Service (QoS) and what design elements constitute a good cloud gaming system. This study is motivated by the question: How good is the QoS of current cloud gaming systems? Answering the question is challenging because most cloud gaming systems are proprietary and closed, and thus their internal mechanisms are not accessible for the research community. In this paper, we propose a suite of measurement techniques to evaluate the QoS of cloud gaming systems and prove the effectiveness of our schemes using a case study comprising two well-known cloud gaming systems: OnLive and StreamMyGame. Our results show that OnLive performs better, because it provides adaptable frame rates, better graphic quality, and shorter server processing delays, while consuming less network bandwidth. Our measurement techniques are general and can be applied to any cloud gaming systems, so that researchers, users, and service providers may systematically quantify the QoS of these systems. -
Gaminganywhere: an Open Cloud Gaming System
GamingAnywhere: An Open Cloud Gaming System Chun-Ying Huang1, Cheng-Hsin Hsu2, Yu-Chun Chang3,4, and Kuan-Ta Chen3 1Department of Computer Science, National Taiwan Ocean University 2Department of Computer Science, National Tsing Hua University 3Institute of Information Science, Academia Sinica 4Department of Electrical Engineering, National Taiwan University [email protected], [email protected], [email protected], [email protected] ABSTRACT market research [11] further breaks down the market growth Cloud gaming is a promising application of the rapidly ex- into three categories: boxed-games, online-sold games, and panding cloud computing infrastructure. Existing cloud cloud games. Cloud gaming systems render the game scenes gaming systems, however, are closed-source with proprietary on cloud servers and stream the encoded game scenes to thin protocols, which raises the bars to setting up testbeds for clients over broadband networks. The control events, from experiencing cloud games. In this paper, we present a com- mice, keyboards, joysticks, and touchscreens are transmit- plete cloud gaming system, called GamingAnywhere, which ted from the thin clients back to the cloud servers. Among is to the best of our knowledge the first open cloud gam- the three categories, it is the cloud games market that is ing system. In addition to its openness, we design Gaming- expected to expand the most: nine times over the period of Anywhere for high extensibility, portability, and reconfigura- 2011 to 2017, at which time it is forecast to reach 8 billion bility. We implement GamingAnywhere on Windows, Linux, US dollars [11]. and OS X, while its client can be readily ported to other Cloud gaming systems attract both users and game de- OS’s, including iOS and Android. -
Evaluating Cloud- Based Gaming Solutions by Daniel Truong History of 3D Video Games
Evaluating Cloud-Based Gaming Solutions Item Type Thesis Authors Truong, Daniel Download date 26/09/2021 04:20:18 Link to Item http://hdl.handle.net/20.500.12648/1782 Evaluating Cloud- Based Gaming Solutions By Daniel Truong History of 3D Video Games • 3D computationally laborious • SNES SuperFX Chip Star Fox • 3D accelerator cards for computers – later Graphics Processing Unit (GPU) • 3dfx and Nvidia were the first GPU makers • First games using GPU Quake Tomb Raider Resident Evil Video Games Today • Modern games require strong hardware (fast CPU and GPU, more RAM) • Console Manufacturers since 2001: Nintendo Sony Microsoft (Diffusion of Innovation) • Gaming PCs • COVID-19: difficult to buy new game consoles or GPUs Xbox Series X|S PlayStation 5 Nvidia GeForce RTX 3000 series • What can we do? Cloud Gaming! What is cloud gaming? • Stream games from company server • No downloads nor expensive hardware required • Fast internet speed required • First attempt: 2012 OnLive Gaikai • Today Google Stadia Xbox Cloud Gaming (xCloud) PS Now GeForce Now • Virtual Private Servers (VPS) DIY Cloud • Replicate computer environment in cloud Gaming • Pay for what you use Solution • Connect with a basic computer/laptop Testing the Services • Network Download/Upload (in Mbps): 200/10 Wireless: 802.11ac @ 5GHz Recorded latency: 26 ms • Laptop: CPU: Intel Core i5-7360U RAM: 16 GBs Storage: 256 GB SSD GPU: Iris Plus Graphics 640 (integrated) O/S: Windows 10 64-bit • Phone (for xCloud) Samsung Galaxy S7 Android 8.0.0 Custom VPS Solution -
Gaming Market - Growth, Trends, COVID-19 Impact, and Forecasts (2021 - 2026)
Source : ReportLinker 17 mars 2021 08h48 HE Gaming Market - Growth, Trends, COVID-19 Impact, and Forecasts (2021 - 2026) The global gaming market was valued at USD 162. 32 billion in 2020 and is expected to reach a value of USD 295. 63 billion by 2026, registering a CAGR of 10. 5% over the forecast period (2021 – 2026). Game developers across emerging economies are continually striving to enhance gamer’s experience, launching, and rewriting codes for diverse console/platforms, such as PlayStation, Xbox, and Windows PC, which are incorporated into one product provided to the gamers through the cloud platform. New York, March 17, 2021 (GLOBE NEWSWIRE) -- Reportlinker.com announces the release of the report "Gaming Market - Growth, Trends, COVID-19 Impact, and Forecasts (2021 - 2026)" - https://www.reportlinker.com/p06036760/?utm_source=GNW - The emergence of cloud gaming is driving the market. Recent advances in advanced cloud technology have turned the idea of cloud gaming into reality. In cloud gaming, the server, where all the games are stored, does all the computation work, which includes game scene rendering, game logic processing video encoding, and video streaming. Several companies such as Onlive, G-Cluster, StreamMyGame, Gaikai, and T5-Labs are already offering commercial cloud gaming services. This new sector is also seen as a serious competitor for the traditional game market. - This has prompted video game majors such as Sega, Ubisoft, Epic Games, Atari, Warner Bros, Disney Interactive studio to establish partnerships with Onlive to distribute their games. Also, in May 2020, Nvidia GeForce Now added 19 games to its cloud gaming library, and further announcing an additional18 new games that will be available on GeForce NOW.? ? - Adoption of Gaming Platforms, such as E-sports, drives the market. -
Remote Play - Wikipedia Case 1:19-Cv-07529-DLC Document 28-4 Filed 10/14/19 Page 2 of 9
Case 1:19-cv-07529-DLC Document 28-4 Filed 10/14/19 Page 1 of 9 EXHIBIT D Remote Play - Wikipedia Case 1:19-cv-07529-DLC Document 28-4 Filed 10/14/19 Page 2 of 9 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Remote Play From Wikipedia, the free encyclopedia Main page Remote Play is a feature of Sony video game Contents Remote Play Featured content consoles that allows the PlayStation 3 and Current events PlayStation 4 to transmit its video and audio Random article output to another device; previously this could Donate to Wikipedia only be a PlayStation Portable or PlayStation Vita. Wikipedia store In 2014, it was expanded to include the use of Interaction PlayStation TV, Xperia smartphones and tablets Help (Z2 and later), and PlayStation Now. In 2016, it About Wikipedia was expanded to Microsoft Windows PCs and Community portal macOS. Finally, iOS and Android are supported. Recent changes Similar functionality is provided on Nintendo's Wii Contact page U console, using the Off-TV Play function. This Developer(s) Sony Interactive Tools feature essentially allows compatible home Entertainment What links here console games to be played on the handheld. Initial release 2006; 13 years ago Related changes While seldom implemented on PS3, Remote Play Stable release(s) [±] Upload file is a mandatory feature on all PS4 games, except Special pages Windows 2.5 / October 2, 2017; 2 years [1] Permanent link for games that utilize peripherals such as PC ago Page information PlayStation Move. Android 2.5.0 -
Microsoft Corporation
Microsoft Corporation General Company Information Address One Microsoft Way Redmond, WA 98052-6399 United States Phone: 425 882-8080 Fax: 425 936-7329 Country United States Ticker MSFT Date of Incorporation June 1981 , WA, United States Number of Employees 89,000 (Approximate Full-Time as of 06/30/2010) Number of Shareholders 138,568 (record) (as of 07/20/2010) Company Website www.microsoft.com Annual Meeting Date In November Mergent Dividend Achiever No Closing Price As of 02/18/2011 : 27.06 02/20/2011 1 Mergent, Inc. Microsoft Corporation Business Description Industry Internet & Software NAICS Primary NAICS: 511210 - Software Publishers Secondary NAICS: 334119 - Other Computer Peripheral Equipment Manufacturing 423430 - Computer and Computer Peripheral Equipment and Software Merchant Wholesalers 541519 - Other Computer Related Services SIC Primary SIC: 7372 - Prepackaged software Secondary SIC: 3577 - Computer peripheral equipment, nec 7379 - Computer related services, nec Business Description Microsoft is engaged in developing, manufacturing, licensing, and supporting a range of software products and services for several computing devices. Co.'s software products and services include operating systems for personal computers, servers, and intelligent devices; server applications for distributed computing environments; information worker productivity applications; business and computing applications; software development tools; and video games. Co. also provides consulting and product and application support services, as well as trains and certifies computer system integrators and developers. In addition, Co. designs and sells hardware including the Xbox 360 gaming and entertainment console and accessories, the Zune digital music and entertainment device and accessories, and Microsoft personal computer (PC) hardware products. Co. operates through five segments. -
3000 Applications
Uila Supported Applications and Protocols updated March 2021 Application Protocol Name Description 01net.com 05001net plus website, is a Japanese a French embedded high-tech smartphonenews site. application dedicated to audio- 050 plus conferencing. 0zz0.com 0zz0 is an online solution to store, send and share files 10050.net China Railcom group web portal. This protocol plug-in classifies the http traffic to the host 10086.cn. It also classifies 10086.cn the ssl traffic to the Common Name 10086.cn. 104.com Web site dedicated to job research. 1111.com.tw Website dedicated to job research in Taiwan. 114la.com Chinese cloudweb portal storing operated system byof theYLMF 115 Computer website. TechnologyIt is operated Co. by YLMF Computer 115.com Technology Co. 118114.cn Chinese booking and reservation portal. 11st.co.kr ThisKorean protocol shopping plug-in website classifies 11st. the It ishttp operated traffic toby the SK hostPlanet 123people.com. Co. 123people.com Deprecated. 1337x.org Bittorrent tracker search engine 139mail 139mail is a chinese webmail powered by China Mobile. 15min.lt ChineseLithuanian web news portal portal 163. It is operated by NetEase, a company which pioneered the 163.com development of Internet in China. 17173.com Website distributing Chinese games. 17u.com 20Chinese minutes online is a travelfree, daily booking newspaper website. available in France, Spain and Switzerland. 20minutes This plugin classifies websites. 24h.com.vn Vietnamese news portal 24ora.com Aruban news portal 24sata.hr Croatian news portal 24SevenOffice 24SevenOffice is a web-based Enterprise resource planning (ERP) systems. 24ur.com Slovenian news portal 2ch.net Japanese adult videos web site 2Checkout (acquired by Verifone) provides global e-commerce, online payments 2Checkout and subscription billing solutions. -
Windows 10 Netflix Download Forget Netflix! This Microsoft App Adds Hundreds of Hours of Entertainment to Windows 10
windows 10 netflix download Forget Netflix! This Microsoft app adds hundreds of hours of entertainment to Windows 10. With many big changes planned for Windows 10 PCs this year, device owners are eager to learn more about what’s to come. And this week, Microsoft confirmed plans to extend one of its most popular features so that it can run as an easy-to-download app on Windows 10 PCs. The Xbox app can be found on the Windows Store and currently allows gamers to manage their accounts and play games. However, these video games have always required special graphics cards and specific hardware settings to be enjoyed on a PC. But that will all change in 2021 with the announcement of a growing game streaming service. Similar to Netflix, Xbox Cloud Gaming makes it possible to stream a video game over the Internet rather than through hardware. The service isn’t free, but is bundled with something called Xbox Game Pass Ultimate, which has proven to be very popular on Xbox consoles. The Xbox Game Pass is a bit like Netflix in that you pay a monthly subscription to have unlimited access to a library of video games you can play. And if you bought the Ultimate version, you get access to the Xbox Cloud Gaming service, which allows you to access this library from your phone, PC or tablet. This new service is still in beta, but Microsoft is now testing a version that can be used via the Windows 10 Xbox App. This means that soon; anyone can buy an Xbox Game Pass, boot up their PC, and play any game in the library over the Internet. -
Gaikai - Wikipedia Case 3:19-Cv-07027-WHA Document 28-2 Filed 10/14/19 Page 2 of 8 Not Logged in Talk Contributions Create Account Log In
Case 3:19-cv-07027-WHA Document 28-2 Filed 10/14/19 Page 1 of 8 EXHIBIT B Gaikai - Wikipedia Case 3:19-cv-07027-WHA Document 28-2 Filed 10/14/19 Page 2 of 8 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Gaikai From Wikipedia, the free encyclopedia Main page Gaikai (外海, lit. "open sea", i.e. an expansive outdoor space) is an American company which provides technology for the streaming of high- Contents Gaikai Featured content end video games.[1] Founded in 2008, it was acquired by Sony Interactive Entertainment in 2012. Its technology has multiple applications, Current events including in-home streaming over a local wired or wireless network (as in Remote Play between the PlayStation 4 and PlayStation Vita), as Random article well as cloud-based gaming where video games are rendered on remote servers and delivered to end users via internet streaming (such as Donate to Wikipedia the PlayStation Now game streaming service.[2]) As a startup, before its acquisition by Sony, the company announced many partners using Wikipedia store [3] the technology from 2010 through 2012 including game publishers, web portals, retailers and consumer electronics manufacturers. On July Founded November 2008 Interaction 2, 2012, Sony announced that a formal agreement had been reached to acquire the company for $380 million USD with plans of establishing Headquarters Aliso Viejo, California, U.S. [4] Help their own new cloud-based gaming service, as well as integrating streaming technology built by Gaikai into PlayStation products, resulting Owner Sony [5] [6] About Wikipedia in PlayStation Now and Remote Play.