Alternative edge-server architectures for enterprise JavaBeans applications
Proceedings of the 5th ACM/IFIP/USENIX international conference on Middleware
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Operating system support for planetary-scale network services
NSDI'04 Proceedings of the 1st conference on Symposium on Networked Systems Design and Implementation - Volume 1
Towards an autonomic approach for edge computing: Research Articles
Concurrency and Computation: Practice & Experience - Middleware for Grid Computing: A “Possible Future”
Characterizing residential broadband networks
Proceedings of the 7th ACM SIGCOMM conference on Internet measurement
Empirical evaluation of latency-sensitive application performance in the cloud
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
Latency can kill: precision and deadline in online games
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
Impact of home networks on end-to-end performance: controlled experiments
Proceedings of the 2010 ACM SIGCOMM workshop on Home networks
HotOS'13 Proceedings of the 13th USENIX conference on Hot topics in operating systems
Broadband internet performance: a view from the gateway
Proceedings of the ACM SIGCOMM 2011 conference
An Evaluation of QoE in Cloud Gaming Based on Subjective Tests
IMIS '11 Proceedings of the 2011 Fifth International Conference on Innovative Mobile and Internet Services in Ubiquitous Computing
Review: A survey on content-centric technologies for the current Internet: CDN and P2P solutions
Computer Communications
Measuring the latency of cloud gaming systems
MM '11 Proceedings of the 19th ACM international conference on Multimedia
Vision: mapping the world in 3d through first-person vision devices with mercator
Proceeding of the fourth ACM workshop on Mobile cloud computing and services
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
Characterization of Human Mobility in Networked Virtual Environments
Proceedings of Network and Operating System Support on Digital Audio and Video Workshop
A Local Heuristic for Latency-Optimized Distributed Cloud Deployment
UCC '13 Proceedings of the 2013 IEEE/ACM 6th International Conference on Utility and Cloud Computing
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Cloud computing has been a revolutionary force in changing the way organizations deploy web applications and services. However, many of cloud computing's core design tenets, such as consolidating resources into a small number of datacenters and fine-grain partitioning of general purpose computing resources, conflict with an emerging class of multimedia applications that is highly latency sensitive and requires specialized hardware, such as graphic processing units (GPUs) and fast memory. In this paper, we look closely at one such application, namely, on-demand gaming (also known as cloud gaming), that has the potential to radically change the multi-billion dollar video game industry. We demonstrate through a large-scale measurement study that the current cloud computing infrastructure is unable to meet the strict latency requirements necessary for acceptable game play for many end-users, thus limiting the number of potential users for an on-demand gaming service. We further investigate the impact of augmenting the current cloud infrastructure with servers located near the end-users, such as those found in content distribution networks, and show that the user coverage significantly increases even with the addition of only a small number of servers.