Game as video: bit rate reduction through adaptive object encoding

  • Authors:
  • Mahdi Hemmati;Abbas Javadtalab;Ali Asghar Nazari Shirehjini;Shervin Shirmohammadi;Tarik Arici

  • Affiliations:
  • University of Ottawa, Ottawa, Ontario, Canada;University of Ottawa, Ottawa, Ontario, Canada;University of Ottawa, Ottawa, Ontario, Canada;University of Ottawa, Ottawa, Ontario, Canada and Istanbul Sehir University, Istanbul, Turkey;Istanbul Sehir University, Istanbul, Turkey

  • Venue:
  • Proceeding of the 23rd ACM Workshop on Network and Operating Systems Support for Digital Audio and Video
  • Year:
  • 2013

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Abstract

Wide-spread availability of broadband internet access and the ubiquity of thin smart end devices such as smart-phones and tablets have led to a trend of moving more services away from the end devices to data centers, commonly referred to as Cloud Computing. For gaming, the stringent network bandwidth requirements of Cloud Gaming and the rapid growth of massively multiplayer online games (MMOG) call for novel content encoding and scene customization schemes to control the bit rate of the streaming video of the game scene. In this paper, a first step has been taken towards this goal by presenting a selective object encoding method to reduce the required network bandwidth and processing power without much impact on the player's quality of experience.