A Survey of the Ability of the Linux Operating System to Support Online
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Empirical Investigation on Measurement of Game Immersion Using Real World Dissociation Factor
Thesis no: MSCS-2016-13 Empirical Investigation on Measurement of Game Immersion using Real World Dissociation Factor Gadila Swarajya Haritha Reddy 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 Master of Science in Computer Science. The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author(s): Gadila Swarajya Haritha Reddy E-mail: [email protected] University advisor: Prof. Sara Eriksén Department of Creative Technologies 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 Context. Games involve people to a large extent where they relate them- selves with the game characters; this is commonly known as game immer- sion. Generally, some players play games for enjoyment, some for stress relaxation and so on.Game immersion is usually used to describe the degree of involvement with a game. When people play games, they don’t necessar- ily realize that they have been dissociated with the surrounding world. Real world dissociation (RWD) can be defined as the situation where a player is less aware of the surroundings outside the game than about what is happen- ing in the game itself. The RWD factor has been expected to measure the losing track of time, lack of awareness of surroundings and mental trans- portation. Objectives. In this thesis, we measure and compare the difference in game immersion between experienced and inexperienced players using RWD fac- tor. -
Dockerdocker
X86 Exagear Emulation • Android Gaming • Meta Package Installation Year Two Issue #14 Feb 2015 ODROIDMagazine DockerDocker OS Spotlight: Deploying ready-to-use Ubuntu Studio containers for running complex system environments • Interfacing ODROID-C1 with 16 Channel Relay Play with the Weather Board • ODROID-C1 Minimal Install • Device Configuration for Android Development • Remote Desktop using Guacamole What we stand for. We strive to symbolize the edge of technology, future, youth, humanity, and engineering. Our philosophy is based on Developers. And our efforts to keep close relationships with developers around the world. For that, you can always count on having the quality and sophistication that is the hallmark of our products. Simple, modern and distinctive. So you can have the best to accomplish everything you can dream of. We are now shipping the ODROID U3 devices to EU countries! Come and visit our online store to shop! Address: Max-Pollin-Straße 1 85104 Pförring Germany Telephone & Fax phone : +49 (0) 8403 / 920-920 email : [email protected] Our ODROID products can be found at http://bit.ly/1tXPXwe EDITORIAL ow that ODROID Magazine is in its second year, we’ve ex- panded into several social networks in order to make it Neasier for you to ask questions, suggest topics, send article submissions, and be notified whenever the latest issue has been posted. Check out our Google+ page at http://bit.ly/1D7ds9u, our Reddit forum at http://bit. ly/1DyClsP, and our Hardkernel subforum at http://bit.ly/1E66Tm6. If you’ve been following the recent Docker trends, you’ll be excited to find out about some of the pre-built Docker images available for the ODROID, detailed in the second part of our Docker series that began last month. -
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. -
Magazine.Odroid.Com, Is Your Source for All Things Odroidian
Volumio 2 • Android ADB Debug • Android navigation using IR remote Year Four Issue #41 May 2017 ODROIDMagazine Repurpose your WithN64 the power of ODROID A complete walkthrough allowing you to use the classic Nintendo console case with your favorite board Offering Exploring Native RS485 ODROID-C2 communication Support on C1+ and C2 What we stand for. We strive to symbolize the edge of technology, future, youth, humanity, and engineering. Our philosophy is based on Developers. And our efforts to keep close relationships with developers around the world. For that, you can always count on having the quality and sophistication that is the hallmark of our products. Simple, modern and distinctive. So you can have the best to accomplish everything you can dream of. We are now shipping the ODROID-C2 and ODROID-XU4 devices to EU countries! Come and visit our online store to shop! Address: Max-Pollin-Straße 1 85104 Pförring Germany Telephone & Fax phone: +49 (0) 8403 / 920-920 email: [email protected] Our ODROID products can be found at http://bit.ly/1tXPXwe EDITORIAL o you have an old Nintendo or other gaming console that doesn’t work anymore? Don’t throw it away! You can re- Dfurbish it with an ODROID-XU4 running ODROID GameS- tation Turbo, RetroPie or Lakka and turn it into a multi-platform emulator station that can play thousands of different console games. Our main feature this month details how to fit everything into an N64 shell, breathing new life into an old dusty console case. ODROIDs are extremely versatile, and can be used for music playback, as de- scribed in our Volumio 2 article, developing Android apps, as Nanik demonstrates in his ar- ticle on the Android Debug Bridge, and process control, as shown by Charles and Neal in their discussion of the RS485 communication protocol. -
GPU Developments 2018
GPU Developments 2018 2018 GPU Developments 2018 © Copyright Jon Peddie Research 2019. All rights reserved. Reproduction in whole or in part is prohibited without written permission from Jon Peddie Research. This report is the property of Jon Peddie Research (JPR) and made available to a restricted number of clients only upon these terms and conditions. Agreement not to copy or disclose. This report and all future reports or other materials provided by JPR pursuant to this subscription (collectively, “Reports”) are protected by: (i) federal copyright, pursuant to the Copyright Act of 1976; and (ii) the nondisclosure provisions set forth immediately following. License, exclusive use, and agreement not to disclose. Reports are the trade secret property exclusively of JPR and are made available to a restricted number of clients, for their exclusive use and only upon the following terms and conditions. JPR grants site-wide license to read and utilize the information in the Reports, exclusively to the initial subscriber to the Reports, its subsidiaries, divisions, and employees (collectively, “Subscriber”). The Reports shall, at all times, be treated by Subscriber as proprietary and confidential documents, for internal use only. Subscriber agrees that it will not reproduce for or share any of the material in the Reports (“Material”) with any entity or individual other than Subscriber (“Shared Third Party”) (collectively, “Share” or “Sharing”), without the advance written permission of JPR. Subscriber shall be liable for any breach of this agreement and shall be subject to cancellation of its subscription to Reports. Without limiting this liability, Subscriber shall be liable for any damages suffered by JPR as a result of any Sharing of any Material, without advance written permission of JPR. -
An Exploration of Zombie Narratives and Unit Operations Of
Acta Ludologica 2018, Vol. 1, No. 1 ABSTRACT: This document details the abstract for a study on zombie narratives and zombies as units and their translation from cinemas to interactive mediums. Focusing on modern zombie mythos and aesthetics as major infuences in pop-culture; including videogames. The main goal of this study is to examine the applications The Infectious Aesthetic of zombie units that have their narrative roots in traditional; non-ergodic media, in videogames; how they are applied, what are their patterns, and the allure of Zombies: An Exploration of their pervasiveness. of Zombie Narratives and Unit KEY WORDS: Operations of Zombies case studies, cinema, narrative, Romero, unit operations, videogames, zombie. in Videogames “Zombies to me don’t represent anything in particular. They are a global disaster that people don’t know how to deal with. David Melhart, Haryo Pambuko Jiwandono Because we don’t know how to deal with any of the shit.” Romero, A. George David Melhart, MA University of Malta Institute of Digital Games Introduction 2080 Msida MSD Zombies are one of the more pervasive tropes of modern pop-culture. In this paper, Malta we ask the question why the zombie narrative is so infectious (pun intended) that it was [email protected] able to successfully transition from folklore to cinema to videogames. However, we wish to look beyond simple appearances and investigate the mechanisms of zombie narratives. To David Melhart, MA is a Research Support Ofcer and PhD student at the Institute of Digital do this, we employ Unit Operations, a unique framework, developed by Ian Bogost1 for the Games (IDG), University of Malta. -
Apache TOMCAT
LVM Data Migration • XU4 Fan Control • OSX USB-UART interfacing Year Two Issue #22 Oct 2015 ODROIDMagazine Apache TOMCAT Your web server and servlet container running on the world’s most power-efficient computing platform Plex Linux Gaming: Emulate Sega’s last Media console, the Dreamcast Server What we stand for. We strive to symbolize the edge of technology, future, youth, humanity, and engineering. Our philosophy is based on Developers. And our efforts to keep close relationships with developers around the world. For that, you can always count on having the quality and sophistication that is the hallmark of our products. Simple, modern and distinctive. So you can have the best to accomplish everything you can dream of. We are now shipping the ODROID-U3 device to EU countries! Come and visit our online store to shop! Address: Max-Pollin-Straße 1 85104 Pförring Germany Telephone & Fax phone: +49 (0) 8403 / 920-920 email: [email protected] Our ODROID products can be found at http://bit.ly/1tXPXwe EDITORIAL his month, we feature two extremely useful servers that run very well on the ODROID platform: Apache Tom- Tcat and Plex Media Server. Apache Tomcat is an open- source web server and servlet container that provides a “pure Java” HTTP web server environment for Java code to run in. It allows you to write complex web applications in Java without needing to learn a specific server language such as .NET or PHP. Plex Media Server organizes your vid- eo, music, and photo collections and streams them to all of your screens. -
Valve Corporation Tournament License
VALVE CORPORATION DOTA 2 TOURNAMENT LICENSE AND PAID SPECTATOR SERVICE AGREEMENT By pressing “Submit” you and/or the party you represent in submitting this web form (“Licensee”) agree to be bound be the terms of this Dota 2 Tournament License and Paid Spectator Service Agreement (the “Agreement”). It is entered into and effective by and between Valve Corporation, a Washington, U.S.A. corporation (“Valve”), and the Licensee as of the day that Valve accepts and confirms the submission by making it accessible through the Paid Spectator Service. 1. Definitions 1.1 “Adjusted Gross Revenue” mean the gross revenue actually received by Valve from Valve’s sale of the Tournaments via the Paid Spectator Service, less (a) actual costs resulting directly from returns, discounts, refunds, fraud or chargebacks; (b) taxes that are imposed on a customer of the Paid Spectator Service on the distribution, sale or license of the Tournaments (such as sales, use, excise, value-added and other similar taxes) that are received from such customer by Valve for payment to governmental authorities. 1.2 “Confidential Information” means (i) any trade secrets relating to Valve’s product plans, designs, costs, prices and names, finances, marketing plans, business opportunities, personnel, research development or know-how; (ii) any unreleased Valve products; and (iii) any other information that Valve designates to Licensee as being confidential or which, based on the nature of such information and the circumstances surrounding its disclosure, ought in good faith to be treated as confidential. 1.3 “Game” means the game Dota 2. 1.4 “Game-Related Intellectual Property,” means the Dota™ trademark and Dota 2 logo. -
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. -
Esports High Impact and Investable
Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018. -
Steganography in Steam Game Files
May 2nd,2012 Christopher Hale Dr. Cihan Varol – Graduate Advisor A NEW VILLAIN: INVESTIGATING STEGANOGRAPHY IN SOURCE ENGINE BASED VIDEO GAMES Table of Contents . History behind platform . Impact of platform . Creating game levels with hidden data . Investigating these levels to recover information . Conclusion . Future Work The Source Engine . Created by Valve . Two ex-Microsoft Employees started in 1996 . Began with the release of Half Life in 1998 . Originally a modified version of the Quake gaming engine . Known initially as $Gldsrc . Modified further into Source engine The Source Engine – Cont’d . More commercial success . Counter-Strike released in 2000 Most actively played online game in the world . Need to aggregate and control game patches . Steam was released in 2003 The Source Engine – Cont’d . One of the leading game engines in the world . Released titles such as: Half Life 1 & 2 Portal 1 & 2 Left 4 Dead 1 & 2 . Ongoing constant development What is Steam? . PC based gaming solution . Store . Game Management . Statistic Aggregation . Patch Aggregation . Social network . Currently in Development – Steamworks API The Steam Interface Steam Usage . 1523 games available . 40 million active user accounts . 5 million concurrent players on January 2, 2012 . 70% of the digital distribution market in 2009 . Continual growth Hammer . Official level (map) creation tool . Used on all Source games . Free with Source games Tools Within Hammer . Hammer is a set of tools to create, develop, and publish Source maps . Main game creation interface . Game logic . Tools to compile map data into playable levels Exploiting the Source Engine . Main focus of this project . Use video game files to hide data . -
Game Audio Via Openal
Game Audio via OpenAL Summary In the Graphics For Games module, you learnt how to use OpenGL to create complex graphical scenes, improving your programming skills along the way, and learning about data structures such as scene graphs. In this workshop, you'll see how to add sounds to your game worlds using the OpenAL sound library. New Concepts Sound in games, OpenAL, PCM audio, binary file formats, FourCC codes, WAV files, limited resource management Introduction Audio has played an important part in gaming almost as long as there have been games to play - even Pong back in 1972 had simple sound effects. We've moved a long way from then; the 80s brought dedicated audio hardware such as the Commodore 64's SID chip that could play 3 simultaneous syn- thesised sounds, and later the Amiga brought the ability to play audio samples to the home gaming market. In modern gaming hardware, we can expect to hear many simultaneous sounds and music tracks, often in surround sound. Game developers now employ dedicated sound engineers that will carefully adjust the sounds in each game release to create an immersive aural experience - making sure that each individual sound is uniquely identifiable and correctly equalised, and that every music track suits the situation they will be played in. At the heart of a game's audio experience is the code that plays back the game sounds, and cal- culates which speakers they should use - the sound system. Although we can't hope to compete with the complex sound systems of AAA games, we should still be able to make a robust, simple system for the addition of sound in our 3D games, and that's what this workshop will assist you in creating.