Video Processing and Communications
Video Processing and Communications
Computer Networks
Measuring thin-client performance using slow-motion benchmarking
ACM Transactions on Computer Systems (TOCS)
Architectural styles and the design of network-based software architectures
Architectural styles and the design of network-based software architectures
On the performance of wide-area thin-client computing
ACM Transactions on Computer Systems (TOCS)
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Achieving fairness in multiplayer network games through automated latency balancing
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Evaluating windows NT terminal server performance
WINSYM'99 Proceedings of the 3rd conference on USENIX Windows NT Symposium - Volume 3
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
Platform for distributed 3D gaming
International Journal of Computer Games Technology - Special issue on cyber games and interactive entertainment
Geelix LiveGames: remote playing of video games
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Measuring the latency of cloud gaming systems
MM '11 Proceedings of the 19th ACM international conference on Multimedia
Using graphics rendering contexts to enhance the real-time video coding for mobile cloud gaming
MM '11 Proceedings of the 19th ACM international conference on Multimedia
Video telephony for end-consumers: measurement study of Google+, iChat, and Skype
Proceedings of the 2012 ACM conference on Internet measurement conference
GamingAnywhere: an open-source cloud gaming testbed
Proceedings of the 21st ACM international conference on Multimedia
GamingAnywhere: The first open source cloud gaming system
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP) - Special issue of best papers of ACM MMSys 2013 and ACM NOSSDAV 2013
On Optimizing MMVEs in Network-Aware Clouds
Proceedings of International Workshop on Massively Multiuser Virtual Environments
Layered Coding for Mobile Cloud Gaming
Proceedings of International Workshop on Massively Multiuser Virtual Environments
Characterization of Human Mobility in Networked Virtual Environments
Proceedings of Network and Operating System Support on Digital Audio and Video Workshop
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Cloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raises the bars to setting up testbeds for experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which is to the best of our knowledge the first open cloud gaming system. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other OS's, including iOS and Android. We conduct extensive experiments to evaluate the performance of GamingAnywhere, and compare it against two well-known cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is efficient and provides high responsiveness and video quality. For example, GamingAnywhere yields a per-frame processing delay of 34 ms, which is 3+ and 10+ times shorter than OnLive and StreamMyGame, respectively. Our experiments also reveal that all these performance gains are achieved without the expense of higher network loads. The proposed GamingAnywhere can be employed for setting up cloud gaming testbeds, which, we believe, will stimulate more research innovations on cloud gaming systems.