Asymmetries in Collaborative Wearable Interfaces
ISWC '99 Proceedings of the 3rd IEEE International Symposium on Wearable Computers
On the performance of wide-area thin-client computing
ACM Transactions on Computer Systems (TOCS)
pTHINC: a thin-client architecture for mobile wireless web
Proceedings of the 15th international conference on World Wide Web
A Streaming-Based Solution for Remote Visualization of 3D Graphics on Mobile Devices
IEEE Transactions on Visualization and Computer Graphics
On combining temporal scaling and quality scaling for streaming MPEG
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
A hybrid thin-client protocol for multimedia streaming and interactive gaming applications
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
Scene complexity analysis using random curves
CGIM '08 Proceedings of the Tenth IASTED International Conference on Computer Graphics and Imaging
Framework for measurement of the intensity of motion activity of video segments
Journal of Visual Communication and Image Representation
Measuring scene complexity to adapt feature selection of model-based object tracking
ICVS'03 Proceedings of the 3rd international conference on Computer vision systems
A server-assisted approach for mobile-phone games
Mobile Multimedia Processing
Are all games equally cloud-gaming-friendly?: an electromyographic approach
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
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This work provides detailed measurements of the motion and scene complexity for a wide variety of video games. Novel algorithms to measure motion and scene complexity are presented and then applied to over twenty-five games from a range of game genres. Direct comparisons of motion and scene complexity are made to traditional video, with differences highlighted in order to help thin client systems perform better when streaming video games. Preliminary performance measurements of current thin client systems are presented, evaluating the efficacy of streaming video games in the context of the motion and scene complexity measurements provided.