Video Processing and Communications
Video Processing and Communications
Measuring thin-client performance using slow-motion benchmarking
ACM Transactions on Computer Systems (TOCS)
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
Effect of Network Quality on Player Departure Behavior in Online Games
IEEE Transactions on Parallel and Distributed Systems
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
GamingAnywhere: an open cloud gaming system
Proceedings of the 4th ACM Multimedia Systems Conference
The brewing storm in cloud gaming: a measurement study on cloud to end-user latency
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Are all games equally cloud-gaming-friendly?: an electromyographic approach
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Quantifying User Satisfaction in Mobile Cloud Games
Proceedings of Workshop on Mobile Video Delivery
Hi-index | 0.00 |
We present the first open source cloud gaming system, called GamingAnywhere. In addition to its openness, we have designed, GamingAnywhere for high extensibility, portability, and reconfigurability. We implemented it on Windows, Linux, OS X, and Android. We conducted extensive experiments to evaluate its performance. Our experimental results indicate that GamingAnywhere is efficient, scalable, adaptable to network conditions, and achieves high responsiveness and streaming quality. GamingAnywhere can be employed by researchers, game developers, service providers, and end users for setting up cloud gaming testbeds, which we believe, will stimulate more research into innovations for cloud gaming systems and applications.