Latency and player actions in online games
Communications of the ACM - Entertainment networking
OpenFlow: enabling innovation in campus networks
ACM SIGCOMM Computer Communication Review
Measuring the latency of cloud gaming systems
MM '11 Proceedings of the 19th ACM international conference on Multimedia
Cloud Computing's Killer App: Gaming
IEEE Spectrum
GamingAnywhere: an open cloud gaming system
Proceedings of the 4th ACM Multimedia Systems Conference
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While cloud gaming opens new business opportunity, it also poses tremendous challenges as the Internet only provides best-effort service and gamers are hard to please. Although researchers have various ideas to improve cloud gaming systems, existing cloud gaming systems are closed and proprietary, and cannot be used to evaluate these ideas. We present GamingAnywhere, the first open-source cloud gaming system, which is extensible, portable, and configurable. GamingAnywhere may be used by: (i) researchers and engineers to implement and test their new ideas, (ii) service providers to develop cloud gaming services, and (iii) gamers to set up private cloud gaming systems. Details on GamingAnywhere are given in this paper. We firmly believe GamingAnywhere will stimulate future studies on cloud gaming and real-time interactive distributed systems.