19.5.6.2 Gaming Systems, Cloud Based Game Systems

Chapter Contents (Back)
Gaming Systems. Games. Games themselves: See also Games, Game Analysis, Game Systems.

Sun, K.[Kairan], Wu, D.P.[Da-Peng],
Video rate control strategies for cloud gaming,
JVCIR(30), No. 1, 2015, pp. 234-241.
Elsevier DOI 1507
Cloud gaming BibRef

Wu, J.Y.[Ji-Yan], Yuen, C.[Chau], Cheung, N.M.[Ngai-Man], Chen, J.L.[Jun-Liang], Chen, C.W.[Chang Wen],
Enabling Adaptive High-Frame-Rate Video Streaming in Mobile Cloud Gaming Applications,
CirSysVideo(25), No. 12, December 2015, pp. 1988-2001.
IEEE DOI 1601
Bandwidth BibRef

Wu, J.Y.[Ji-Yan], Yuen, C.[Chau], Cheung, N.M.[Ngai-Man], Chen, J.L.[Jun-Liang], Chen, C.W.[Chang Wen],
Streaming Mobile Cloud Gaming Video Over TCP With Adaptive Source-FEC Coding,
CirSysVideo(27), No. 1, January 2017, pp. 32-48.
IEEE DOI 1701
Bandwidth BibRef

Cai, W., Hong, Z., Wang, X., Chan, H.C.B., Leung, V.C.M.,
Quality-of-Experience Optimization for a Cloud Gaming System With Ad Hoc Cloudlet Assistance,
CirSysVideo(25), No. 12, December 2015, pp. 2092-2104.
IEEE DOI 1601
Ad hoc networks BibRef

Hong, H., Hsu, C., Tsai, T., Huang, C., Chen, K., Hsu, C.,
Enabling Adaptive Cloud Gaming in an Open-Source Cloud Gaming Platform,
CirSysVideo(25), No. 12, December 2015, pp. 2078-2091.
IEEE DOI 1601
Bit rate BibRef

Liu, Y., Dey, S., Lu, Y.,
Enhancing Video Encoding for Cloud Gaming Using Rendering Information,
CirSysVideo(25), No. 12, December 2015, pp. 1960-1974.
IEEE DOI 1601
Bit rate BibRef

Semsarzadeh, M., Yassine, A., Shirmohammadi, S.,
Video Encoding Acceleration in Cloud Gaming,
CirSysVideo(25), No. 12, December 2015, pp. 1975-1987.
IEEE DOI 1601
Acceleration BibRef

Bujari, A., Massaro, M., Palazzi, C.E.,
Vegas Over Access Point: Making Room for Thin Client Game Systems in a Wireless Home,
CirSysVideo(25), No. 12, December 2015, pp. 2002-2012.
IEEE DOI 1601
Bandwidth BibRef

Xue, Z., Wu, D., He, J., Hei, X., Liu, Y.,
Playing High-End Video Games in the Cloud: A Measurement Study,
CirSysVideo(25), No. 12, December 2015, pp. 2013-2025.
IEEE DOI 1601
Cloud computing BibRef

Shea, R., Fu, D., Liu, J.,
Cloud Gaming: Understanding the Support From Advanced Virtualization and Hardware,
CirSysVideo(25), No. 12, December 2015, pp. 2026-2037.
IEEE DOI 1601
Cloud computing BibRef

Cai, W., Chan, H.C.B., Wang, X., Leung, V.C.M.,
Cognitive Resource Optimization for the Decomposed Cloud Gaming Platform,
CirSysVideo(25), No. 12, December 2015, pp. 2038-2051.
IEEE DOI 1601
Cloud computing BibRef

Li, Y., Tang, X., Cai, W.,
Play Request Dispatching for Efficient Virtual Machine Usage in Cloud Gaming,
CirSysVideo(25), No. 12, December 2015, pp. 2052-2063.
IEEE DOI 1601
Cloud computing BibRef

Deng, Y., Li, Y., Seet, R., Tang, X., Cai, W.,
The Server Allocation Problem for Session-Based Multiplayer Cloud Gaming,
MultMed(20), No. 5, May 2018, pp. 1233-1245.
IEEE DOI 1805
Algorithm design and analysis, Cloud gaming, Rendering (computer graphics), Resource management, Servers, resource allocation BibRef

Chen, K.T.[Kuan-Ta], Chang, Y.C.[Yu-Chun], Hsu, H.J.[Hwai-Jung], Chen, D.Y.[De-Yu], Huang, C.Y.[Chun-Ying], Hsu, C.H.[Cheng-Hsin],
On the Quality of Service of Cloud Gaming Systems,
MultMed(16), No. 2, February 2014, pp. 480-495.
IEEE DOI 1404
cloud computing BibRef

Tian, H., Wu, D., He, J., Xu, Y., Chen, M.,
On Achieving Cost-Effective Adaptive Cloud Gaming in Geo-Distributed Data Centers,
CirSysVideo(25), No. 12, December 2015, pp. 2064-2077.
IEEE DOI 1601
Algorithm design and analysis BibRef

Chuah, S.P.[Seong-Ping], Cheung, N.M.[Ngai-Man], Yuen, C.,
Layered Coding for Mobile Cloud Gaming Using Scalable Blinn-Phong Lighting,
IP(25), No. 7, July 2016, pp. 3112-3125.
IEEE DOI 1606
BibRef
And: A1, A2, Only:
Bandwidth efficient mobile cloud gaming with layered coding and scalable phong lighting,
ICIP14(6006-6010)
IEEE DOI 1502
cloud computing. Encoding BibRef

Nan, X., Guo, X., Lu, Y., He, Y., Guan, L., Li, S., Guo, B.,
Delay-Rate-Distortion Optimization for Cloud Gaming With Hybrid Streaming,
CirSysVideo(27), No. 12, December 2017, pp. 2687-2701.
IEEE DOI 1712
Delays, Encoding, Games, Rendering (computer graphics), Servers, Streaming media, Cloud gaming, video encoding BibRef

Basiri, M., Rasoolzadegan, A.,
Delay-Aware Resource Provisioning for Cost-Efficient Cloud Gaming,
CirSysVideo(28), No. 4, April 2018, pp. 972-983.
IEEE DOI 1804
Delays, Media, Resource management, Virtualization, Blocking probability, cloud gaming, performance analysis, resource provisioning BibRef

Lu, C., Wang, S., Chien, S.,
A Novel Gaming Video Encoding Process Using In-Game Motion Vectors,
CirSysVideo(30), No. 7, July 2020, pp. 2207-2214.
IEEE DOI 2007
Encoding, Games, Rendering (computer graphics), Motion estimation, Prediction algorithms, Pipelines, Diamond, Game rendering, video signal processing BibRef


Chuah, S.P.[Seong-Ping], Cheung, N.M.[Ngai-Man], Yuen, C.[Chau],
Information-theoretic analysis of Blinn-Phong lighting with applicationto mobile cloud gaming,
ICIP15(382-386)
IEEE DOI 1512
Blinn-Phong Lighting BibRef

Fechteler, P.[Philipp], Eisert, P.[Peter],
Accelerated video encoding using render context information,
ICIP10(2033-2036).
IEEE DOI 1009
BibRef

Laikari, A.[Arto], Fechteler, P.[Philipp], Prestele, B.[Benjamin], Eisert, P.[Peter], Laulajainen, J.P.[Jukka-Pekka],
Accelerated video streaming for gaming architecture,
3DTV10(1-4).
IEEE DOI 1006
BibRef

Chapter on Implementations and Applications, Databases, QBIC, Video Analysis, Hardware and Software, Inspection continues in
Movie, Video Recommender Systems, Personalization, Video on Demand .


Last update:Oct 19, 2020 at 15:02:28