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Gregory Trefry gtrefry at iamtheeconomy.com
Mon Apr 28 11:39:47 EDT 2014


On Sun, Apr 27, 2014 at 10:00 AM, <game_edu-request at igda.org> wrote:


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> ----------------------------------------------------------------------

> IGDA Education SIG

> ----------------------------------------------------------------------

>

> Today's Topics:

>

> 1. Cloud Gaming SI in IEEE TCSVT (Maha Abdallah)

>

>

> ----------------------------------------------------------------------

>

> Message: 1

> Date: Sun, 27 Apr 2014 01:29:37 +0200

> From: "Maha Abdallah" <Maha.Abdallah at lip6.fr>

> Subject: [game_edu] Cloud Gaming SI in IEEE TCSVT

> To: game_edu at igda.org

> Message-ID:

> <6b7f976efa105c125b3ea38da581f938.squirrel at mailtwo.lip6.fr>

> Content-Type: text/plain;charset=iso-8859-1

>

>

> ************************************************************************************

> CALL FOR PAPERS

> IEEE Transactions on CircuitS and Systems for Video Technology

> Special Issue on Visual Computing in the Cloud: Cloud Gaming and

> Virtualization

> http://www.eecs.uottawa.ca/~shervin/cloudgamingsi/

> Part of Visual Computing in the Cloud Special Issue Series

>

> ************************************************************************************

>

> Online gaming systems, which mix various multimedia such as image, video,

> audio, and graphics to enable players to interact with each other over the

> Internet, are now widely used not just for entertainment, but also for

> socializing, business, commerce, scientific experimentation, and many other

> practical purposes. Gaming is now a multi-billion dollar industry all over

> the world, having already surpassed the much longer-established film and

> music industries, and generating more revenue than each of cinema and

> DVD/BlueRay industries. Cloud gaming, the newest entry in the online gaming

> world, leverages the well-known concept of cloud computing to provide

> online gaming services to players. The idea in cloud gaming is to process

> the

> game events in the cloud and to stream the game to the players. Since it

> uses the cloud, scalability, server bottlenecks, and server failures are

> alleviated to a great extent, helping it become more popular in both

> research and industry, with companies such as OnLive, StreamMyGame, Gaikai,

> G-Cluster, OTOY, Spoon, CiiNOW, with Sony and Microsoft having joined in

> 2014.

>

> Cloud gaming can be done with graphics streaming, where game objects are

> represented by 3D models and textures and are streamed to players? end

> devices which then do the rendering of the game, or with video streaming,

> where the cloud not only executes the game logic, but also the game

> rendering, and streams the resulting game scene to the players? end

> devices as video. It is also possible to use a hybrid approach and to

> simultaneously mix graphics streaming with video streaming, as is done in

> CiiNO, for example. Each of these methods has its strengths and

> weaknesses, balancing bandwidth and delay limitations with wider

> accessibility and possibility to run the game on thin clients. In addition,

> due to

> the mobility of today?s players and the heterogeneity of their? devices,

> the server has to adapt the game content to the characteristics and

> limitations of both the underlying network and the end devices. These

> include variations in the available network bandwidth, or player devices?

> limitations in processing power, memory, display size, battery life, or

> download limits. Finally, there is the challenge of configuration,

> deployment, and maintenance of the game in the cloud. The virtualization

> of screen rendering in the cloud is still an understudied area. An even

> less addressed area is how to leverage the virtual screen in the cloud and

> combine it with local rendering capabilities to give the same or even

> better user experiences across different devices. Breakthroughs may come

> with the introduction of a new application interface model for cloud

> computing, with which developers never have to worry about where data

> storage, program execution and screen rendering actually occur, since cloud

> services will adaptively and optimally distribute storage, execution and

> rendering among the cloud and clients.

>

>

> Potential topics of interest include, but are not limited to:

>

> ? Adaptive video/graphics streaming according to network/player?s

> limitations

> ? Methods to speed up video coding and video/graphics streaming at the

> cloud side

> ? Methods to decrease video/graphics bandwidth while maintaining gameplay

> quality

> ? Energy-efficient cloud computing for game rendering and video coding at

> the server side

> ? Quality of Experience (QoE) studies and improvements for cloud gaming:

> player-cloud and player-player interactions, effects of delay and visual

> quality limitations on gameplay, and methods to improve them

> ? Efficient capturing, processing, and streaming of Kinect-like, Wii-like,

> gesture, touch, and similar gaming interface data to the cloud

> ? Game as a Service (GaaS)

> ? Optimizing cloud infrastructure and server distribution to efficiently

> support globally distributed players

> ? Cloud gaming traffic measurement, modeling, benchmarking, and

> performance evaluation

> ? Resource allocation and load balancing in the cloud for optimized game

> play

> ? Network routing, software defined networking (SDN), virtualization, and

> on-demand dynamic control of the cloud infrastructure

> ? Hybrid video/graphics data format and standard for game virtualization

> and streaming

> ? Virtualization of large volume user inputs (e.g., depth sensor video) in

> the cloud

> ? Novel architectures and designs of using Cloud Gaming services for

> applications such as Massively Multiplayer Online Games (MMOG), Serious

> Games,

> Mobile Games, etc.

>

> We especially encourage experience papers describing lessons learned from

> built systems, including working approaches, unexpected results, common

> abstractions, and metrics for evaluating and improving cloud gaming

> systems.

>

>

> Important Dates

> ================

> Initial Paper Submission: September 1, 2014

> Initial Paper Decision: December 1, 2014

> Revised Paper Submission: February 1, 2015

> Revised Paper Decision: May 1, 2015

> Final Paper Submission: July 1, 2015

> Final Paper Decision: September 1, 2015

> Publication Date: December 2015

>

>

> Manuscript Submissions and Reviewing Process

> =============================================

> Submission of a paper to CSVT is permitted only if the paper has not been

> submitted, accepted, published, or copyrighted in another journal. Papers

> that have been published in conference and workshop proceedings may be

> submitted for consideration to CSVT provided that (i) the authors cite their

> earlier work; (ii) the papers are not identical; and (iii) the journal

> publication includes novel elements (e.g., more comprehensive experiments).

> - For more information, please check

> http://www.eecs.uottawa.ca/~shervin/cloudgamingsi/

> - For submission information, please consult the IEEE CSVT Information for

> Authors: http://tcsvt.polito.it/authors.html.

>

>

> Guest Editors

> ==============

> Shervin Shirmohammadi University of Ottawa, Ottawa, Canada (

> shervin at eecs.uottawa.ca)

> Maha Abdallah Pierre & Marie Curie University, Paris, France (

> Maha.Abdallah at lip6.fr)

> Dewan Tanvir Ahmed University of North Carolina, Charlotte, USA (

> dahmed at uncc.edu)

> Kuan-Ta Chen Academia Sinica, Taiwan (ktchen at iis.sinica.edu.tw)

> Yan Lu Microsoft Research Asia, China (

> yanlu at microsoft.com)

> Alex Snyatkov OnLive, Palo Alto, CA, USA (

> alex.snyatkov at onlive.com)

>

>

>

> ------------------------------

>

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> End of game_edu Digest, Vol 119, Issue 8

> ****************************************

>




--
Greg Trefry
646-644-1995
http://www.iamtheeconomy.com
http://twitter.com/gtrefry
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