Abstract
GamingAnywhere is an open-source clouding gaming platform. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. GamingAnywhere currently supports Windows and Linux, and can be ported to other OS's including OS X and Android. Our performance study demonstrates that GamingAnywhere achieves high responsiveness and video quality yet imposes low network traffic [1,2]. The value of GamingAnywhere, however, is from its openness: researchers, service providers, and gamers may customize GamingAnywhere to meet their needs. This is not possible in other closed and proprietary cloud gaming platforms.
- Chun-Ying Huang, Kuan-Ta Chen, De-Yu Chen, Hwai-Jung Hsu, and Cheng-Hsin Hsu, "GamingAnywhere: The First Open Source Cloud Gaming System," ACM Transactions on Multimedia Computing, Communications and Applications, Vol 10, No 1s, Jan, 2014. Google ScholarDigital Library
- Kuan-Ta Chen, Yu-Chun Chang, Hwai-Jung Hsu, De-Yu Chen, Chun-Ying Huang, and Cheng-Hsin Hsu, "On the Quality of Service of Cloud Gaming Systems," IEEE Transactions on Multimedia, Vol 16, No 2, Feb, 2014. Google ScholarDigital Library
- Kuan-Ta Chen, Chung-Ying Huang, and Cheng-Hsin Hsu, "Cloud Gaming Onward: Research Opportunities and Outlook," Proceedings of IEEE C-Game 2014.Google Scholar
- Hua-Jun Hong, De-Yu Chen, Chun-Ying Huang, Kuan-Ta Chen, and Cheng-Hsin Hsu, "Placing Virtual Machines to Optimize Cloud Gaming Experience," IEEE Transactions on Cloud Computing, Vol 3, No 1, Jan, 2015.Google ScholarCross Ref
- Chih-Fan Hsu, Tsung-Han Tsai, Chun-Ying Huang, Cheng-Hsin Hsu, and Kuan-Ta Chen, "Screencast Dissected: Performance Measurements and Design Considerations," Proceedings of ACM Multimedia Systems 2015, March 2015. Google ScholarDigital Library
Index Terms
- GamingAnywhere: an open-source cloud gaming platform
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