On the Quality of Service of Cloud Gaming Systems
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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. -
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Tropico 3 Mac Warez Torrents ->>->>->> DOWNLOAD 1 / 4 2 / 4 Buy Tropico 3: Gold Edition [Mac Download]: Read 11 Everything Else Reviews - Amazon.comTropico 3 Download PC. 2009, . The Mac OS X version of the game was released on January 26, . Tropico 3 Free Download Torrent.Tropico 3, free and safe download. Tropico 3 latest version: Run your own banana republic!. If you like management games like the Tycoon series or the world famous .Tropico 5: Espionage (2015) PC . Even Tropico harbors valuable treasures and there is the need to defend tooth and .Tropico Full PC Game Overview. Tropico . Feral Interactive has developed and published a number tactics ogre coda 2 serial number the games in the series for Mac . Tropico Download Torrent.Come and download Tropico 4 [Mac] [CiderX] absolutely for free. Fast downloads.Download Tropico.3.Gold.Edition-PROPHET torrent. Direct download via HTTP available.tropico 3 mac torrents Nothing has been found? You can try plus 2d wood crack sealer retry the search on kat.wiki or google.com. Torrent sites. Torrent Downloads. Lime Torrents . PC Tropico 3 Rip -TPTB. 1903 springfield low serial number value to letters . Tropico 3.zip (1.61 GB) Pliki: udp://open.demonii.com:1337; . Ten torrent nie zosta jeszcze skomentowany.Tropico 3 - Gold Edition GOG 1 . Similar torrents Tropico 3 Gold Edition-PROPHET 6 months 3.9 GB 10 5 Tropico 4: Gold Edition [Mac] [Native] 10 months 5.6 GB 15 2Home Simulation Tropico 3 (Gold Edition) Full Version Game Free Download Tropico 3 (Gold Edition) Full Version Game Free Download. -
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. -
Research Article Synchronous Remote Rendering for VR
Hindawi International Journal of Computer Games Technology Volume 2021, Article ID 6676644, 16 pages https://doi.org/10.1155/2021/6676644 Research Article Synchronous Remote Rendering for VR Viktor Kelkkanen ,1 Markus Fiedler ,2 and David Lindero3 1Department of Computer Science, Blekinge Institute of Technology, Karlskrona 37179, Sweden 2Department of Technology and Aesthetics, Blekinge Institute of Technology, Karlshamn 37435, Sweden 3Ericsson Research, Ericsson AB, Luleå 97753, Sweden Correspondence should be addressed to Viktor Kelkkanen; [email protected] Received 5 November 2020; Revised 12 March 2021; Accepted 8 July 2021; Published 20 July 2021 Academic Editor: Michael J. Katchabaw Copyright © 2021 Viktor Kelkkanen et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Remote rendering for VR is a technology that enables high-quality VR on low-powered devices. This is realized by offloading heavy computation and rendering to high-powered servers that stream VR as video to the clients. This article focuses on one specific issue in remote rendering when imperfect frame timing between client and server may cause recurring frame drops. We propose a system design that executes synchronously and eliminates the aforementioned problem. The design is presented, and an implementation is tested using various networks and hardware. The design cannot drop frames due to synchronization issues but may on the other hand stall if temporal disturbances occur, e.g., due to network delay spikes or loss. However, experiments confirm that such events can remain rare given an appropriate environment. -
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Gamesretail.Biz, Your Weekly Look at the Key Analysis, News and Data Sources for the Retail Sector, Brought to You by Gamesindustry.Biz and Eurogamer.Net
Brought to you by Every week: The UK games market in less than ten minutes Issue 8: 28th July - 3rd August WELCOME ...to GamesRetail.biz, your weekly look at the key analysis, news and data sources for the retail sector, brought to you by GamesIndustry.biz and Eurogamer.net. THIS WEEK ... we look at how the top publishers have lined up against each other in terms of the traffic they've generated on Eurogamer.net - and how they've done it. Plus, we hear from Ubisoft creative director Michael de Plater, and round up all the week's sales data, need-to-know information, key online prices, jobs and release dates - plus what Eurogamer readers are most looking forward to. Top 3 Publisher Traffic in 2009 ANALYSIS: PUBLISHER SHARE IN 2009 24% A F 22% In this week's analysis we're looking at B G 20% publisher share of traffic to Eurogamer.net and 18% identifying the key drivers. In the first graph is 16% D a comparison over time of the top 3 performers 14% - EA, Activision Blizzard and Capcom. C 12% Point A reflects Capcom's highest traffic 10% E percentage of 2009 to date with a retrospective 8% on the Street Fighter franchise and the review of Percentage of Total Hits on Eurogamer.net 6% Street Fighter IV. Both articles combined in the 4% middle of February, which goes to show the 2% impact a release outside of the normal busy 0% periods can have on generating buzz. Point B Jul Feb Mar Apr May Jun Jan '09 is the Resident Evil IV review, underlining that Capcom Activision Electronic Arts idea further, while Point C demonstrates the interest around Flock! Publisher Share of Eurogamer.net traffic in 2009 12% Points D and E in early May refer to a retrospective on EA's Black and a review of 11% Activision's X-Men Origins: Wolverine 10% respectively, while Point F combines a number 9% of high-ranking articles for EA, including a 8% retrospective on Burnout Paradise and a news 7% story in which Criterion claims that nobody 6% has yet "maxed out" the next-gen consoles. -
O CASO DE TROPICO 3 the PERCEPTION of SPACE in URBAN MANAGEMENT ELECTRONIC GAMES: the CASE of TROPICO 3 Debora Susan Silveira1 Marcos Alberto Torres2
R. Ra’e Ga DOI: 10.5380/raega Curitiba, v.46, N. 2, p. 29 - 39 , Jun/2019 eISSN: 2177-2738 A PERCEPÇÃO DO ESPAÇO EM JOGOS ELETRÔNICOS DE GERENCIAMENTO URBANO: O CASO DE TROPICO 3 THE PERCEPTION OF SPACE IN URBAN MANAGEMENT ELECTRONIC GAMES: THE CASE OF TROPICO 3 Debora Susan Silveira1 Marcos Alberto Torres2 RESUMO A ascensão dos jogos eletrônicos na sociedade implica na crescente relevância do tema em estudos, considerando-o um produto cultural, já que os espaços virtuais em que se consolidam são representações criadas a partir do espaço real que os desenvolvedores observam. O jogo é, portanto, uma produção virtual que evoca alguns elementos da realidade com o objetivo de entreter seu público, que é crescente a cada ano. Nesse sentido, busca-se notar a influência do espaço real no espaço virtual através da percepção do espaço daqueles que jogam ou já jogaram Tropico 3, um jogo que simula a gestão de ilhas caribenhas pouco desenvolvidas no contexto da Guerra Fria e traz elementos econômicos, políticos e sociais de maneira cômica. Para a Geografia, tratar de jogos é um tema novo e pouco desenvolvido no Brasil, mas as literaturas inglesa, norte-americana e francesa, principalmente, já contemplam o tema há alguns anos. Pretende-se aqui iniciar a discussão dos jogos como objetos de pesquisa, levando em consideração o espaço virtual que é formado dentro do jogo e buscando relações entre o espaço interior ao jogo e o “espaço real”, que o jogo representa em alguns aspectos. Nesse sentido, foram feitas entrevistas com cinco jogadores para estabelecer qual a percepção destes acerca do espaço virtual que o jogo propõe. -
Gampell & Gaillard: Video Games: Tools for DRR 283 International
Gampell & Gaillard: Video Games: Tools for DRR International Journal of Mass Emergencies and Disasters August 2016, Vol. 34, No. 2, pp. 283-316. Stop Disasters 2.0: Video Games as Tools for Disaster Risk Reduction Anthony Viennaminovich Gampell and JC Gaillard School of Environment The University of Auckland Email: [email protected] Increasingly, international organisations (e.g. UNESCO, UNISDR), governments (e.g. Canada), and non-government organisations (NGOs) (e.g. Save the Children, Christian Aid) and researchers use video games to raise disaster and disaster risk reduction (DRR) awareness. Yet, there is a paucity of studies on these games in the disaster literature. This article presents a typology specifically designed to deconstruct both disaster awareness building and mainstream disaster orientated video games, identifying how games like Stop Disasters, Disaster Watch, Inside Haiti, Earthquake Response, Fallout and SimCity instil disaster awareness, portray hazards, vulnerabilities, capacities, disasters and DRR. The article also touches upon ideas of game content, player motivation, skill building and social interaction in the context of disaster themed video games. The findings suggest video games have the potential to be positive tools to reinforce messages surrounding DRR, though further research is necessary. This article sets an agenda for future research. Keywords: Disaster risk reduction (DRR), video games, the popular culture of disasters Introduction Since time immemorial, disasters have been a subject of interest for human society (Quarantelli and Davis 2011). The depiction of disasters in movies, novels, music videos, the media and video games, to name a few, has seen the evolution of disasters to capture important cultural dimensions and perceptions (Quarantelli and Davis 2011; Wachtendorf 1999; Webb 1998; Webb 2007). -
Pcgzine Issue 54
FREE! NAVIGATE |01 Issue 54 | June 2011 deus Ex: human PCGZine rEvOlution Free Magazine For PC Gamers. Read it, Print it, Send it to your mates… SwOrD Of the starS 2 ExclusivE! Star War S: Brink the old republic wEd! Exclusive playtest and reviE pIrates Of BlAck cOvE previEwEd! interview inside! red fAction: Armageddon HUNTED One of the first reviews of TErA BONUS MAGAZINE this destruct-’em-up! the fIrst templAr An MMO but not as we know it! CONTROL NAVIGATE |02 Don’t miss! This month’s highlights… PCGZine We’ve gone a little MMO crazy this month with not only a mammoth preview of Star Wars: The The First Templar Old Republic but also our latest impressions TERA Much more than an of TERA. Both premium titles are looking to Can this MMO from Korea compete? Assassin’s Creed clone revolutionise online gaming in their own way and are worthy of every PC gamer’s attention, MORE FREE mAGAZINEs! LAtEST ISSUEs! regardless of genre preference. No matter how much we fight it, some of the Star Wars: industry’s most talented developers are turning their hands to crafting online-only experiences, The Old Republic and if it’s any consolation, most new projects BioWare’s bravest endeavour yet! look far and beyond what we’ve seen before. What an exciting time, and READER the E3 show is only just FEEDBACK! around the corner… Click here to tell us what Don’t miss ISSUE 55 subscribe FoR free! you think of Andy Griffiths, Editor Red Faction: Armageddon the magazine! [email protected] Epic adventure or glorified explodathon? WARNING! MULTIMEDIA DISABLED! If you are reading this, then you didn’t choose “Play” MEET THE TEAM QUICK FINDER when Adobe Reader asked you about multimedia when Probably the best games writers on the planet Every game’s just a click away! you opened the magazine. -
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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.