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  1. Transactions on Multimedia Computing, Communications, and Applications (TOMM)
  2. ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM) : Volume 10
  3. Issue 1s(Special issue of best papers of ACM MMSys 2013 and ACM NOSSDAV 2013), January 2014
  4. GamingAnywhere: The first open source cloud gaming system
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ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM) : Volume 13
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM) : Volume 12
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM) : Volume 11
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM) : Volume 10
Issue 4, June 2014
Issue 3, April 2014
Issue 1s(Special issue of best papers of ACM MMSys 2013 and ACM NOSSDAV 2013), January 2014
Introduction to the special issue of best papers of ACM MMSys 2013 and ACM NOSSDAV 2013
GamingAnywhere: The first open source cloud gaming system
User-profile-based perceived olfactory and visual media synchronization
OSM: Prioritized evolutionary QoS optimization for interactive 3D teleimmersion
Bandwidth adaptation for 3D mesh preview streaming
Bagadus: An integrated real-time system for soccer analytics
Saving disk energy in video servers by combining caching and prefetching
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM) : Volume 9
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM) : Volume 8

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GamingAnywhere: The first open source cloud gaming system (TOMM, Vol.10, Issue 1s)

Content Provider ACM Digital Library
Author Hsu, Cheng-Hsin Huang, Chun-Ying Hsu, Hwai-Jung Chen, Kuan-Ta Chen, De-Yu
Copyright Year 2014
Abstract 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.
Starting Page 1
Ending Page 25
Page Count 25
File Format PDF
ISSN 15516857
e-ISSN 15516865
DOI 10.1145/2537855
Volume Number 10
Issue Number 1s
Journal ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM)
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2014-01-05
Publisher Place New York
Access Restriction One Nation One Subscription (ONOS)
Subject Keyword Cloud games Live video streaming Performance evaluation Performance optimization Real-time encoding Remote rendering
Content Type Text
Resource Type Article
Subject Hardware and Architecture Computer Networks and Communications
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