How to let gamers play in infrastructure-based vehicular networks

  • Authors:
  • Claudio E. Palazzi;Marco Roccetti;Stefano Ferretti;Salvatore Frizzoli

  • Affiliations:
  • Università degli Studi di Padova, Via Trieste, Padova, Italy;Università di Bologna, Via Mura Anteo Zamboni, Bologna, Italy;Università di Bologna, Via Mura Anteo Zamboni, Bologna, Italy;Università di Bologna, Via Mura Anteo Zamboni, Bologna, Italy

  • Venue:
  • ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
  • Year:
  • 2008

Quantified Score

Hi-index 0.00

Visualization

Abstract

Online games represent one of the most important revenue sources for entertainment based companies and a challenging field in multimedia application research. With vehicular networks poised to become the new wireless frontier of the Internet, car passengers embody the next consumers that will be targeted by online game providers. Yet, the high mobility and heterogeneity of vehicular networks pose serious challenges to the deployment of efficient online game services such as, for instance, continuous variations in the number and type of flows served by access points along the road. To this aim, we discuss a solution based on the deployment of smart access points along the road and demonstrate how this solution is able to smoothen network traffic conditions, ensuring coexistence among heterogeneous types of flow even in presence of frequent network traffic variations.