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