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  1. Proceeding of the 23rd ACM Workshop on Network and Operating Systems Support for Digital Audio and Video (NOSSDAV '13)
  2. Controlling the transfer of Kinect data to a cloud-hosted games platform
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What should you cache?: a global analysis on YouTube related video caching
User-centric video delay measurements
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Controlling the transfer of Kinect data to a cloud-hosted games platform

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Controlling the transfer of Kinect data to a cloud-hosted games platform

Content Provider ACM Digital Library
Author Davy, Alan O'Connor, Cathal Jennings, Brendan
Abstract Increases in broadband access bandwidth in recent years have meant that it has become viable to offer games as cloud-hosted applications. This is attractive for many games users as they are not required to own relatively expensive games consoles. Whilst most cloud hosted games rely on traditional game controller inputs, it is likely that in the near future that: 1) they will seek to support controller-free sensed inputs such as those gathered by Microsoft's Kinect; and 2) games will require continuously updated images of the gamer(s) for inclusion in the game itself. In this paper we investigate the use of the Kinect as an input device for cloud-hosted games. We propose a protocol that allows a game server request specific information from the game and specify a simple image segmentation algorithm that can be applied at the client to decrease the volume of data that needs to be transferred to the server. Our implementation shows that the use of this protocol should make it feasible to support the use of Kinect for this purpose on typical consumer broadband access band-widths.
Starting Page 55
Ending Page 60
Page Count 6
File Format PDF
ISBN 9781450318921
DOI 10.1145/2460782.2460792
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2013-02-26
Publisher Place New York
Access Restriction Subscribed
Content Type Text
Resource Type Article
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