Service Oriented Interactive Media (SOIM) Engines Enabled by Optimized Resource Sharing Aly, Mahy; Franke, Michael; Simoens, Pieter Kretz, Moritz; Schamel, Folker Ghent University - iMinds Spinor GmbH Ghent, Belgium Munich, Germany
[email protected] { mahy.aly, michael.franke, moritz.kretz, fms } @spinor.com Abstract—In the same way as cloud computing, Software as a Interactive media and entertainment software face the need Service (SaaS) and Content Centric Networking (CCN) triggered to adapt to the architectural implications that are introduced a new class of software architectures fundamentally different from alongside the new infrastructure in order to optimize its use. traditional desktop software, service oriented networking (SON) Currently, it can be admitted that in the process of this suggests a new class of media engine technologies, which we call architectural transition, the interactive media industry, in large Service Oriented Interactive Media (SOIM) engines. This includes part of it, is still lagging behind. Since the launch of that industry a new approach for game engines and more generally interactive and mostly throughout its history, games, or in case of server- media engines for entertainment, training, educational and based multi-user games, thick game clients have been single- dashboard applications. Porting traditional game engines and user applications running completely on end-user devices. These interactive media engines to the cloud without fundamentally needs had a significant impact on the architecture of the game changing the architecture, as done frequently, can enable already various advantages of cloud computing for such kinds of and media engines being the software which provides core applications, for example simple and transparent upgrading of functionalities like input handling, game simulation, AI, content and unified user experience on all end-user devices.