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Content Provider | IEEE Xplore Digital Library |
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Author | Meilander, D. Glinka, F. Gorlatch, S. Li Lin Wei Zhang Xiaofei Liao |
Copyright Year | 2014 |
Description | Author affiliation: Univ. of Muenster, Muenster, Germany (Meilander, D.; Glinka, F.; Gorlatch, S.) || Huazhong Univ. of Sci. & Technol., Wuhan, China (Li Lin; Wei Zhang; Xiaofei Liao) |
Abstract | Massively Multi-player Online Games (MMOG) are characterized by intensive interactions between many simultaneous users and real-time demands on Quality of Service (QoS). Other examples of similar, real-time online interactive applications include various virtual environments, as well as multi-pupil e-learning and simulation-based training courses. A highly desirable enhancement for MMOG is the use of mobile devices for accessing the game application. However, the limited computing power of mobile devices is an obstacle for implementing computation-intensive parts of MMOG, in particular graphics processing, on mobile devices. This paper proposes a novel runtime system for mobile MMOG and other similar applications that moves computation-intensive tasks, including graphics processing, from the mobile devices to Cloud resources. We report experimental results of our runtime system using a realistic multi-player online game. |
Starting Page | 340 |
Ending Page | 345 |
File Size | 504997 |
Page Count | 6 |
File Format | |
ISBN | 9781479930883 |
DOI | 10.1109/INFCOMW.2014.6849255 |
Language | English |
Publisher | Institute of Electrical and Electronics Engineers, Inc. (IEEE) |
Publisher Date | 2014-04-27 |
Publisher Place | Canada |
Access Restriction | Subscribed |
Rights Holder | Institute of Electrical and Electronics Engineers, Inc. (IEEE) |
Subject Keyword | Three-dimensional displays Games Computer architecture Mobile communication Rendering (computer graphics) Mobile handsets Servers |
Content Type | Text |
Resource Type | Article |
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