[game_edu] C-Game 2014 CFP -- Cloud Gaming Systems and Networks Workshop

Maha Abdallah Maha.Abdallah at lip6.fr
Fri Jan 17 06:29:39 EST 2014



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The First International Workshop on Cloud Gaming Systems and Networks
(C-Game 2014)
July 14/18, 2014, Chengdu, China
https://sites.google.com/site/icmecgames2014/

In conjunction with IEEE International Conference on Multimedia and Expo
(ICME 2014)
http://www.icme2014.org/
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Important Dates:
================
Paper submission: March 23, 2014
Notification of acceptance: April 9, 2014
Camera-ready submission: April 16, 2014 (no extension)


Theme and Scope:
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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. Cloud gaming can be single player,
where a user plays the game on his/her own, or multiplayer, where
multiple geographically distributed users play with or against each
other. 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 to join in 2014.

The aim of this workshop is to provide a forum that brings together
multimedia researchers and practitioners from various facets of
multimedia topics and allows them to have active discussions and
interactions on the clearly focused, hot, and emerging topic of Cloud
Gaming. We encourage discussions based on the presented papers to
advance the state-of-the-art and to identify current and future research
topics.

Topics of Interest
There are currently three types of cloud gaming architectures: graphics
streaming, video streaming, and their combination. In graphics steaming,
the game objects are represented by 3D models and textures, and these
are streamed to players as needed. Rendering of the game is done at the
client, but the game logic runs in the cloud and the state of the game
(position and orientation of objects, as well as actions and events) is
streamed to clients as an update message. The advantage of graphics
streaming is that update messages are small and do not require much
bandwidth. But the rendering at the client requires computational power
as well as 3D graphics rendering hardware or software. In video
streaming, the cloud not only executes the game logic, but also the game
rendering. The resulting game scene is then streamed to clients as
video. The advantage here is that as long as the client can display
video, which pretty much all smartphones, tablets, game consoles, and
most other mobile devices today do, the user can play the game without
needing 3D graphics rendering hardware or software, making cloud gaming
accessible to a huge market of mass consumers. The disadvantage is
two-folds: First, video based cloud gaming requires high bandwidth. For
example, OnLive requires a wired network connection with no less than
5Mbps constant bandwidth per player to provide interactive gaming
services with a resolution of 720p at 30fps. Second, video based cloud
gaming is sensitive to network latencies which impair the interactive
experience of a video game. 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. In addition, the mobility of today’s player
poses another set of challenges. Due to the heterogeneity of players’
devices, the server has to adapt the game content to the characteristics
and limitations of the client’s underlying network or end device. These
include limitations in the available network bandwidth, or limitations
in the client device’s processing power, memory, display size, battery
life, or the user’s download limits as per his/her mobile subscription
plan. While some of these restrictions are becoming less problematic due
to rapid progress in mobile hardware technologies, battery life in
particular and download limit to some extent are still problems that
must be seriously considered. Also, consuming more bandwidth or
computational power, even if available, means consuming more battery.

In this workshop, we seek original papers that propose new approaches,
methods, systems, and solutions that overcome the above shortcomings.
Specifically, we seek papers in the following and similar topics:

• adaptive video/graphics streaming according to player’s device
limitations
• methods to speed up video coding and video/graphics streaming at the
cloud side
• methods to decrease the required bandwidth while maintaining
gameplay quality
• energy-efficient video/graphics streaming based on player’s device
battery and download limitations
• energy-efficient cloud computing for game rendering and video coding
at the server side
• cloud-player latency improvement and delay mitigation techniques
• player-cloud and player-player interactions: effects of delay and
visual quality limitations on gameplay, and methods to improve them
• optimizing cloud infrastructure and server distribution to
efficiently support globally distributed players
• cloud support for Massively Multiplayer Online Games (MMOG)
• cloud gaming traffic measurement, modeling, benchmarking, and
performance evaluation
• cloud support for serious games

Paper submissions should be at most 6 pages long and must cover one of
the above or similar topics. 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.


Workshop Chairs:
================
Shervin Shirmohammadi (shervin at discover.uottawa.ca), University of
Ottawa, Ottawa, Canada
Maha Abdallah (Maha.Abdallah at lip6.fr), Pierre & Marie Curie
University (UPMC), Paris, France
Dewan Tanvir Ahmed (dahmed at uncc.edu), University of North Carolina at
Charlotte, Charlotte, USA



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