Technical Paper Review: Are All Games Equally Cloud-Gaming-Friendly? An Electromyographic Approach

Size: px
Start display at page:

Download "Technical Paper Review: Are All Games Equally Cloud-Gaming-Friendly? An Electromyographic Approach"

Transcription

1 Technical Paper Review: Are All Games Equally Cloud-Gaming-Friendly? An Electromyographic Approach Kumar Gaurav CS300 October 21, / 19

2 Overview 1 Introduction 2 Related Work 3 Approach 4 Results 5 Model 6 Applications 2 / 19

3 Introduction Introduction What is cloud gaming and how is it different from online gaming? Why cloud gaming? Does it depend on the type of game? Need to develop a model to predict game s real-time strictness 3 / 19

4 Introduction What is cloud gaming? Cloud gaming, also known as Games-on-Demand, is a technology which offloads the tasks of graphics rendering, in addition to computation and storage needs, into clouds. 4 / 19

5 Introduction Why cloud gaming? Cloud gaming technology makes any computer game playable on a thin client without previous worries of hardware requirements. Consequently, there are no software installation overheads or compatibility issues if players wish to try a game because all the hardware and software is provided in the data centers by the game operators. 5 / 19

6 Introduction Does it depend on the type of game? The investigation is based on the observation that some games seem more playable than others in the cloud despite the inevitable latency, which is caused by network delay and processing delays that occur at both the server and client.the players negative emotion against the latency is quantified based on the electrical potentials produced by their corrugator supercilii muscle. 6 / 19

7 Introduction Need to develop a model to predict game s real-time strictness With the proposed model, one can easily assess a cloud games sensibility to latency without conducting costly QoE measurement experiments. 7 / 19

8 Related Work Related Work In M. Jarschel, D. Schlosser, S. Scheuring, and T. Hossfeld, An evaluation of QoE in cloud gaming based on subjective tests, in Workshop on Future Internet and Next Generation Networks, Jun 2011, Jarschel conducted user studies to measure and model the QoE of OnLive during game play. They proposed a regression model to predict OnLives QoE according to network performance metrics and players experience and attitude towards the games. This work complements it by answering the following unexplored questions: Is the inevitable response latency due to cloud gaming architecture game-dependent in terms of user experience? If so, how can a games design affect its susceptibility to latency and how can we utilize such knowledge to improve the gaming experience and system resource allocation? 8 / 19

9 Approach Quantifying the Real-Time strictness Nine games of the three genres of ACT, FPS, and RPG were chosen. ACT games: LEGO Batman, Devil May Cry, and Sangoku Musou 57 FPS games: COD: World at War, F.E.A.R 2, and Unreal Tournament 3 RPG games: Ys Origin, Loki: Heroes of Mythology, and Torchlight 9 / 19

10 Approach QoE measurement Facial electromyography(femg) was used to measure player s experience. Thus, RS = Q/L where Q is the degraded QoE when certain degree of Latency L was introduced. 10 / 19

11 Approach Latency Emulation WH KEYBOARD LL and WH MOUSE LL hooks (by calling the SetWindowsHookEx API) in Windows was used to delay all keyboard and mouse inputs made by subjects. 11 / 19

12 Results Figure : The relationship between latency and average femg potentials. 12 / 19

13 Results Figure : The real-time strictness of the studied games. 13 / 19

14 Model Assuming that we have p subjects, each of which recorded a game play video containing f frames, and the jth frame of the video recorded by the ith subject have the motion vectors {mc ij1, mc ij2,..., mc ijm }, we compute the games screen dynamics as p f i=1 j=1 sd( mc ij1, mc ij2,..., mc ijm ) /inter-frame-time f p Here sd() is the standard deviation and the final term inter-frame-time is used to normalize the screen dynamics factor so that it is comparable across games with different frame rates. 14 / 19

15 Model Figure : A screen shot of Ys with its motion vectors overlaid. The motion vectors reveal how the macroblocks shifted since the last P- or I-frame in the recorded H.264 video. Because the avatar was moving downward, the motion vectors of the frame were generally pointing toward the top center on the screen. 15 / 19

16 Model The command heaviness is given by: command heaviness = screen dynamics/input rate A regression based predictive model is given by: realtime-time strictness = command heaviness 16 / 19

17 Model Figure : (left) The scatter plot of the actual and predicted RS of the 9 games. (right) The relative error of RS prediction in cross validation. 17 / 19

18 Applications Applications One can infer players having a worse gaming experience than others, and accordingly prioritize the servers resources, such as CPU and GPU, to reduce those players latencies and thereby mitigate QoE degradation they would otherwise experience One can estimate the total utility (by considering both operation cost and players satisfaction) and assign to each player a data center which provides a just good enough gaming experience while saving as much operation cost as possible. 18 / 19

19 Applications Thank you! 19 / 19

Online Game Quality Assessment Research Paper

Online Game Quality Assessment Research Paper Online Game Quality Assessment Research Paper Luca Venturelli C00164522 Abstract This paper describes an objective model for measuring online games quality of experience. The proposed model is in line

More information

Measuring The Latency of Cloud Gaming Systems

Measuring The Latency of Cloud Gaming Systems Measuring The Latency of Cloud Gaming Systems 雷欽隆台大電機系 E-mail: lei@cc.ee.ntu.edu.tw http://crypto.ee.ntu.edu.tw Outline Introduction Methodology: latency measurement Experiment setup Measurement results

More information

Efficient Bitrate Reduction Using A Game Attention Model in Cloud Gaming

Efficient Bitrate Reduction Using A Game Attention Model in Cloud Gaming Efficient Bitrate Reduction Using A Game Attention Model in Cloud Gaming Hamed Ahmadi 1, Sepideh Khoshnood 1, Mahmoud Reza Hashemi 1, Shervin Shirmohammadi 1,2 1 Multimedia Processing Laboratory (MPL),

More information

Forecasting Online Game Addictiveness

Forecasting Online Game Addictiveness Forecasting Online Game Addictiveness Jing-Kae Lou Kuan-Ta Chen Hwai-Jung Hsu Chin-Laung Lei National Taiwan University Academia Sinica Academia Sinica National Taiwan University NetGames 2012 World of

More information

Multiplayer Cloud Gaming System with Cooperative Video Sharing

Multiplayer Cloud Gaming System with Cooperative Video Sharing Multiplayer Cloud Gaming System with Cooperative Video Sharing Wei Cai and Victor C.M. Leung Department of Electrical and Computer Engineering The University of British Columbia Vancouver, Canada VT 1Z

More information

Factors Influencing Gaming QoE: Lessons Learned from the Evaluation of Cloud Gaming Services

Factors Influencing Gaming QoE: Lessons Learned from the Evaluation of Cloud Gaming Services Factors Influencing Gaming QoE: Lessons Learned from the Evaluation of Cloud Gaming Services Sebastian Möller 1, Dennis Pommer 1, Justus Beyer 1, Jannis Rake-Revelant 2 1 Quality and Usability Lab, Telekom

More information

Cloud Gaming QoE Models for Deriving Video Encoding Adaptation Strategies

Cloud Gaming QoE Models for Deriving Video Encoding Adaptation Strategies Cloud Gaming QoE Models for Deriving Video Encoding Adaptation Strategies Ivan Slivar Faculty of Electrical Engineering and Computing University of Zagreb Zagreb, Croatia ivan.slivar@fer.hr Lea Skorin-Kapov

More information

Cloud computing technologies and the

Cloud computing technologies and the Toward Gaming as a Service Gaming as a service (GaaS) is a future trend in the game industry. The authors survey existing platforms that provide cloud gaming services and classify them into three architectural

More information

Centralized Server Architecture

Centralized Server Architecture Centralized Server Architecture Synchronization Protocols Permissible Client/ Server Architecture Client sends command to the server. Server computes new states and updates clients with new states. Player

More information

A Study of Optimal Spatial Partition Size and Field of View in Massively Multiplayer Online Game Server

A Study of Optimal Spatial Partition Size and Field of View in Massively Multiplayer Online Game Server A Study of Optimal Spatial Partition Size and Field of View in Massively Multiplayer Online Game Server Youngsik Kim * * Department of Game and Multimedia Engineering, Korea Polytechnic University, Republic

More information

CS 354R: Computer Game Technology

CS 354R: Computer Game Technology CS 354R: Computer Game Technology http://www.cs.utexas.edu/~theshark/courses/cs354r/ Fall 2017 Instructor and TAs Instructor: Sarah Abraham theshark@cs.utexas.edu GDC 5.420 Office Hours: MW4:00-6:00pm

More information

A Survey on Cloud Gaming: Future of Computer Games

A Survey on Cloud Gaming: Future of Computer Games 1 A Survey on Cloud Gaming: Future of Computer Games Wei Cai, Member, IEEE, Ryan Shea, Member, IEEE, Chun-Ying Huang, Member, IEEE, Kuan-Ta Chen, Senior Member, IEEE, Jiangchuan Liu, Senior Member, IEEE,

More information

Interactive Media and Game Development Master s

Interactive Media and Game Development Master s Interactive Media and Game Development Master s Project Drizzle: Design and Implementation of a Lightweight Cloud Game Engine with Latency Compensation Jiawei Sun December 2017 Thesis Advisor: Committee

More information

Ch. 11 Analyzing Playability vis a vis QoS Parameters

Ch. 11 Analyzing Playability vis a vis QoS Parameters Ch. 11 Analyzing Playability vis a vis QoS Parameters Magda El Zarki Prof. Dept. of CS Univ. of CA, Irvine Email:elzarki@uci.edu http://www.ics.uci.edu/~magda Two Views A subjective study on how players

More information

Power of Realtime 3D-Rendering. Raja Koduri

Power of Realtime 3D-Rendering. Raja Koduri Power of Realtime 3D-Rendering Raja Koduri 1 We ate our GPU cake - vuoi la botte piena e la moglie ubriaca And had more too! 16+ years of (sugar) high! In every GPU generation More performance and performance-per-watt

More information

An Overview of the Mimesis Architecture: Integrating Intelligent Narrative Control into an Existing Gaming Environment

An Overview of the Mimesis Architecture: Integrating Intelligent Narrative Control into an Existing Gaming Environment An Overview of the Mimesis Architecture: Integrating Intelligent Narrative Control into an Existing Gaming Environment R. Michael Young Liquid Narrative Research Group Department of Computer Science NC

More information

DEVELOPMENT OF A ROBOID COMPONENT FOR PLAYER/STAGE ROBOT SIMULATOR

DEVELOPMENT OF A ROBOID COMPONENT FOR PLAYER/STAGE ROBOT SIMULATOR Proceedings of IC-NIDC2009 DEVELOPMENT OF A ROBOID COMPONENT FOR PLAYER/STAGE ROBOT SIMULATOR Jun Won Lim 1, Sanghoon Lee 2,Il Hong Suh 1, and Kyung Jin Kim 3 1 Dept. Of Electronics and Computer Engineering,

More information

CATS METRIX 3D - SOW. 00a First version Magnus Karlsson. 00b Updated to only include basic functionality Magnus Karlsson

CATS METRIX 3D - SOW. 00a First version Magnus Karlsson. 00b Updated to only include basic functionality Magnus Karlsson CATS METRIX 3D - SOW Revision Number Date Changed Details of change By 00a 2015-11-11 First version Magnus Karlsson 00b 2015-12-04 Updated to only include basic functionality Magnus Karlsson Approved -

More information

Local Perception Filter

Local Perception Filter Local Perception Filter 1 A S B With Time Sync 2 A S B Without Time Sync 3 Maintaining tightly synchronized states 4 States can go out of date. A player sees a state that happened t seconds ago. 5 Hybrid

More information

Exploring Computation- Communication Tradeoffs in Camera Systems

Exploring Computation- Communication Tradeoffs in Camera Systems Exploring Computation- Communication Tradeoffs in Camera Systems Amrita Mazumdar Thierry Moreau Sung Kim Meghan Cowan Armin Alaghi Luis Ceze Mark Oskin Visvesh Sathe IISWC 2017 1 Camera applications are

More information

Forecasting Online Game Addictiveness

Forecasting Online Game Addictiveness Forecasting Online Game Addictiveness Jing-Kai Lou 12, Kuan-Ta Chen 2, Hwai-Jung Hsu 2, and Chin-Laung Lei 1 1 Department of Electrical Engineering, National Taiwan University 2 Institute of Information

More information

Networked Virtual Environments

Networked Virtual Environments etworked Virtual Environments Christos Bouras Eri Giannaka Thrasyvoulos Tsiatsos Introduction The inherent need of humans to communicate acted as the moving force for the formation, expansion and wide

More information

A GAME ATTENTION MODEL FOR EFFICIENT BITRATE ALLOCATION IN CLOUD GAMING

A GAME ATTENTION MODEL FOR EFFICIENT BITRATE ALLOCATION IN CLOUD GAMING A GAME ATTENTION MODEL FOR EFFICIENT BITRATE ALLOCATION IN CLOUD GAMING Hamed Ahmadi a, Saman Zad Tootaghaj a, Mahmoud Reza Hashemi a, Shervin Shirmohammadi b a Multimedia Processing Laboratory (MPL),

More information

EFFICIENT CLOUD GAMING SCHEME USING SCENE OBJECTS ADAPTATION

EFFICIENT CLOUD GAMING SCHEME USING SCENE OBJECTS ADAPTATION EFFICIENT CLOUD GAMING SCHEME USING SCENE OBJECTS ADAPTATION Ahmad A. Mazhar Department of Computer Science, Saudi Electronic University, Taif Branch, KSA ABSTRACT The last decade witnessed wide-spread

More information

Doctoral Dissertation. Improving and Expanding Gaming Experiences based on Cloud Gaming. Kar Long Chan

Doctoral Dissertation. Improving and Expanding Gaming Experiences based on Cloud Gaming. Kar Long Chan NAIST-IS-DD1561022 Doctoral Dissertation Improving and Expanding Gaming Experiences based on Cloud Gaming Kar Long Chan February 19, 2018 Graduate School of Information Science Nara Institute of Science

More information

Transforming Industries with Enlighten

Transforming Industries with Enlighten Transforming Industries with Enlighten Alex Shang Senior Business Development Manager ARM Tech Forum 2016 Korea June 28, 2016 2 ARM: The Architecture for the Digital World ARM is about transforming markets

More information

By Jeremy Brun, Farzad Safaei, and Paul Boustead NETWORKED GAMES

By Jeremy Brun, Farzad Safaei, and Paul Boustead NETWORKED GAMES By Jeremy Brun, Farzad Safaei, and Paul Boustead MANAGING LATENCY NETWORKED GAMES Fighting propagation delays in real-time interactive applications improves gameplay and fairness in networked games by

More information

BMOSLFGEMW: A Spectrum of Game Engine Architectures

BMOSLFGEMW: A Spectrum of Game Engine Architectures BMOSLFGEMW: A Spectrum of Game Engine Architectures Adam M. Smith amsmith@soe.ucsc.edu CMPS 164 Game Engines March 30, 2010 What I m about to show you cannot be found in any textbook, on any website, on

More information

Use Linear Regression to Find the Best Line on a Graphing Calculator

Use Linear Regression to Find the Best Line on a Graphing Calculator In an earlier technology assignment, you created a scatter plot of the US Student to Teacher Ratio for public schools from the table below. The scatter plot is shown to the right of the table and includes

More information

Table of Contents HOL ADV

Table of Contents HOL ADV Table of Contents Lab Overview - - Horizon 7.1: Graphics Acceleartion for 3D Workloads and vgpu... 2 Lab Guidance... 3 Module 1-3D Options in Horizon 7 (15 minutes - Basic)... 5 Introduction... 6 3D Desktop

More information

Individual Test Item Specifications

Individual Test Item Specifications Individual Test Item Specifications 8208110 Game and Simulation Foundations 2015 The contents of this document were developed under a grant from the United States Department of Education. However, the

More information

Saphira Robot Control Architecture

Saphira Robot Control Architecture Saphira Robot Control Architecture Saphira Version 8.1.0 Kurt Konolige SRI International April, 2002 Copyright 2002 Kurt Konolige SRI International, Menlo Park, California 1 Saphira and Aria System Overview

More information

TINY METAL: Developing a big game with a small team AREA35 - GIAN PEIRCE - BIZDEV & LOCALIZATION AREA35 - DANIEL DRESSLER - CHIEF ENGINEER

TINY METAL: Developing a big game with a small team AREA35 - GIAN PEIRCE - BIZDEV & LOCALIZATION AREA35 - DANIEL DRESSLER - CHIEF ENGINEER TINY METAL: Developing a big game with a small team AREA35 - GIAN PEIRCE - BIZDEV & LOCALIZATION AREA35 - DANIEL DRESSLER - CHIEF ENGINEER About This Presentation Development of TINY METAL started early

More information

Figure 9.10 This shows the File Scripts menu, where there is now a new script item called Delete All Empty layers.

Figure 9.10 This shows the File Scripts menu, where there is now a new script item called Delete All Empty layers. Layers Layers play an essential role in all aspects of Photoshop work. Whether you are designing a Web page layout or editing a photograph, working with layers lets you keep the various elements in a design

More information

CHAPTER 6 EMI EMC MEASUREMENTS AND STANDARDS FOR TRACKED VEHICLES (MIL APPLICATION)

CHAPTER 6 EMI EMC MEASUREMENTS AND STANDARDS FOR TRACKED VEHICLES (MIL APPLICATION) 147 CHAPTER 6 EMI EMC MEASUREMENTS AND STANDARDS FOR TRACKED VEHICLES (MIL APPLICATION) 6.1 INTRODUCTION The electrical and electronic devices, circuits and systems are capable of emitting the electromagnetic

More information

Advanced CG technology for Games

Advanced CG technology for Games Advanced CG technology for Games Hyewon Seo CGAL-CNU ChungNam National University Outline Games, serious games Game engines Character animation Future perspectives 1 Computer games Computer games have

More information

Lecture 8: GIS Data Error & GPS Technology

Lecture 8: GIS Data Error & GPS Technology Lecture 8: GIS Data Error & GPS Technology A. Introduction We have spent the beginning of this class discussing some basic information regarding GIS technology. Now that you have a grasp of the basic terminology

More information

University of Huddersfield Repository

University of Huddersfield Repository University of Huddersfield Repository Gibson, Ian and England, Richard Fragmentary Collaboration in a Virtual World: The Educational Possibilities of Multi-user, Three- Dimensional Worlds Original Citation

More information

Oculus Rift Introduction Guide. Version

Oculus Rift Introduction Guide. Version Oculus Rift Introduction Guide Version 0.8.0.0 2 Introduction Oculus Rift Copyrights and Trademarks 2017 Oculus VR, LLC. All Rights Reserved. OCULUS VR, OCULUS, and RIFT are trademarks of Oculus VR, LLC.

More information

Like Mobile Games* Currently a Distinguished i Engineer at Zynga, and CTO of FarmVille 2: Country Escape (for ios/android/kindle)

Like Mobile Games* Currently a Distinguished i Engineer at Zynga, and CTO of FarmVille 2: Country Escape (for ios/android/kindle) Console Games Are Just Like Mobile Games* (* well, not really. But they are more alike than you think ) Hi, I m Brian Currently a Distinguished i Engineer at Zynga, and CTO of FarmVille 2: Country Escape

More information

Bellairs Games Workshop. Massively Multiplayer Games

Bellairs Games Workshop. Massively Multiplayer Games Bellairs Games Workshop Massively Multiplayer Games Jörg Kienzle McGill Games Workshop - Bellairs, 2005, Jörg Kienzle Slide 1 Outline Intro on Massively Multiplayer Games Historical Perspective Technical

More information

Image Processing Architectures (and their future requirements)

Image Processing Architectures (and their future requirements) Lecture 16: Image Processing Architectures (and their future requirements) Visual Computing Systems Smart phone processing resources Example SoC: Qualcomm Snapdragon Image credit: Qualcomm Apple A7 (iphone

More information

Introduction to Game Design. Truong Tuan Anh CSE-HCMUT

Introduction to Game Design. Truong Tuan Anh CSE-HCMUT Introduction to Game Design Truong Tuan Anh CSE-HCMUT Games Games are actually complex applications: interactive real-time simulations of complicated worlds multiple agents and interactions game entities

More information

2/6/2006 Team #7: Pez Project: Empty Clip Members: Alan Witkowski, Steve Huff, Thos Swallow, Travis Cooper Document: SRS

2/6/2006 Team #7: Pez Project: Empty Clip Members: Alan Witkowski, Steve Huff, Thos Swallow, Travis Cooper Document: SRS 2/6/2006 Team #7: Pez Project: Empty Clip Members: Alan Witkowski, Steve Huff, Thos Swallow, Travis Cooper Document: SRS 1. Introduction Purpose of this section: General background and reference information

More information

Online Games what are they? First person shooter ( first person view) (Some) Types of games

Online Games what are they? First person shooter ( first person view) (Some) Types of games Online Games what are they? Virtual worlds: Many people playing roles beyond their day to day experience Entertainment, escapism, community many reasons World of Warcraft Second Life Quake 4 Associate

More information

From Cloud Computing To Online Gaming. Mark Sung General Manager zillians.com

From Cloud Computing To Online Gaming. Mark Sung General Manager zillians.com From Cloud Computing To Online Gaming Mark Sung General Manager mark@ zillians.com Development Cost for Aion by NCSoft Development Cost for Aion by NCSoft $18M USD for 4+ Years to Build Development Budget

More information

Qosmotec. Software Solutions GmbH. Technical Overview. QPER C2X - Car-to-X Signal Strength Emulator and HiL Test Bench. Page 1

Qosmotec. Software Solutions GmbH. Technical Overview. QPER C2X - Car-to-X Signal Strength Emulator and HiL Test Bench. Page 1 Qosmotec Software Solutions GmbH Technical Overview QPER C2X - Page 1 TABLE OF CONTENTS 0 DOCUMENT CONTROL...3 0.1 Imprint...3 0.2 Document Description...3 1 SYSTEM DESCRIPTION...4 1.1 General Concept...4

More information

the gamedesigninitiative at cornell university Lecture 4 Game Components

the gamedesigninitiative at cornell university Lecture 4 Game Components Lecture 4 Game Components Lecture 4 Game Components So You Want to Make a Game? Will assume you have a design document Focus of next week and a half Building off ideas of previous lecture But now you want

More information

Console Games Are Just Like Mobile Games* (* well, not really. But they are more alike than you

Console Games Are Just Like Mobile Games* (* well, not really. But they are more alike than you Console Games Are Just Like Mobile Games* (* well, not really. But they are more alike than you think ) Hi, I m Brian Currently a Software Architect at Zynga, and CTO of CastleVille Legends (for ios/android)

More information

Virtual Reality Mobile 360 Nanodegree Syllabus (nd106)

Virtual Reality Mobile 360 Nanodegree Syllabus (nd106) Virtual Reality Mobile 360 Nanodegree Syllabus (nd106) Join the Creative Revolution Before You Start Thank you for your interest in the Virtual Reality Nanodegree program! In order to succeed in this program,

More information

Stress Testing the OpenSimulator Virtual World Server

Stress Testing the OpenSimulator Virtual World Server Stress Testing the OpenSimulator Virtual World Server Introduction OpenSimulator (http://opensimulator.org) is an open source project building a general purpose virtual world simulator. As part of a larger

More information

Fujitsu s Engineering Cloud

Fujitsu s Engineering Cloud Fujitsu s Engineering Cloud Mitsuru Yasuda Product design is currently facing some issues: higher development costs, increasingly complex products, a faster time to market, cooperation between enterprises,

More information

IMGD Technical Game Development I: Introduction. by Robert W. Lindeman

IMGD Technical Game Development I: Introduction. by Robert W. Lindeman IMGD 3000 - Technical Game Development I: Introduction by Robert W. Lindeman gogo@wpi.edu What to Expect This course is mainly about the nuts and bolts of creating game-engine code Game architecture, algorithms,

More information

High Performance Computing for Engineers

High Performance Computing for Engineers High Performance Computing for Engineers David Thomas dt10@ic.ac.uk / https://github.com/m8pple Room 903 http://cas.ee.ic.ac.uk/people/dt10/teaching/2014/hpce HPCE / dt10/ 2015 / 0.1 High Performance Computing

More information

Online games, servers and networks

Online games, servers and networks Online games, servers and networks Mirko Suznjevic University of Zagreb, Croatia University of Zagreb Zagreb, 09.05.2015. 09.05.2015. 1 Goals of this presentation Illustrate the current characteristics

More information

FP Veracity for Virtual Reality

FP Veracity for Virtual Reality Author: Prashanth CM, CFPS prashanth.cm@accenture.com Accenture Services Pvt Ltd Divyasree Techno park, Sy No 36/2, KR Puram Hobli, Whitefield, Bangalore 66, Karnataka, India FP Veracity for Virtual Reality

More information

Real Time Communica.on Time Awareness for QoE

Real Time Communica.on Time Awareness for QoE Real Time Communica.on Time Awareness for QoE Hugh Melvin, Xiaojie Wu, Emer Guinane, Yusuf Cinar, Moha Alahmadi Na.onal University of Ireland, Galway Rasa Bruzgiene, Audrius Kniuras, Kaunus University

More information

IMGD Technical Game Development I: Introduction

IMGD Technical Game Development I: Introduction IMGD 3000 - Technical Game Development I: Introduction by Robert W. Lindeman gogo@wpi.edu What to Expect This course is mainly about the nuts and bolts of creating game code Game architecture, algorithms,

More information

Team Project: A Surveillant Robot System

Team Project: A Surveillant Robot System Team Project: A Surveillant Robot System SW & HW Test Plan Little Red Team Chankyu Park (Michel) Seonah Lee (Sarah) Qingyuan Shi (Lisa) Chengzhou Li JunMei Li Kai Lin Software Lists SW Lists for Surveillant

More information

Virtual Reality Game using Oculus Rift

Virtual Reality Game using Oculus Rift CN1 Final Report Virtual Reality Game using Oculus Rift Group Members Chatpol Akkawattanakul (5422792135) Photpinit Kalayanuwatchai (5422770669) Advisor: Dr. Cholwich Nattee Dr. Nirattaya Khamsemanan School

More information

Game Input with Delay Moving Target Selection with a Game Controller Thumbstick

Game Input with Delay Moving Target Selection with a Game Controller Thumbstick 1 Game Input with Delay Moving Target Selection with a Game Controller Thumbstick MARK CLAYPOOL, Worcester Polytechnic Institute Hosting interactive video-based services, such as computer games, in the

More information

WORLDSKILLS STANDARD SPECIFICATION

WORLDSKILLS STANDARD SPECIFICATION WSC2015_WSSS05 WORLDSKILLS STANDARD SPECIFICATION Skill 05 Mechanical Engineering Design - CAD THE WORLDSKILLS STANDARDS SPECIFICATION (WSSS) GENERAL NOTES ON THE WSSS The WSSS specifies the knowledge,

More information

DASH: Deadline-Aware High-Performance Memory Scheduler for Heterogeneous Systems with Hardware Accelerators

DASH: Deadline-Aware High-Performance Memory Scheduler for Heterogeneous Systems with Hardware Accelerators DASH: Deadline-Aware High-Performance Memory Scheduler for Heterogeneous Systems with Hardware Accelerators Hiroyuki Usui, Lavanya Subramanian Kevin Chang, Onur Mutlu DASH source code is available at GitHub

More information

Image Processing Architectures (and their future requirements)

Image Processing Architectures (and their future requirements) Lecture 17: Image Processing Architectures (and their future requirements) Visual Computing Systems Smart phone processing resources Qualcomm snapdragon Image credit: Qualcomm Apple A7 (iphone 5s) Chipworks

More information

GameControllerizer: Middleware to Program Inputs for Augmenting Digital Games

GameControllerizer: Middleware to Program Inputs for Augmenting Digital Games GameControllerizer: Middleware to Program Inputs for Augmenting Digital Games Kazutaka Kurihara*, Nobuhiro Doi** * Tsuda University ** Kurusugawa Computer Inc. Abstract. This study proposes middleware,

More information

Procedural Level Generation for a 2D Platformer

Procedural Level Generation for a 2D Platformer Procedural Level Generation for a 2D Platformer Brian Egana California Polytechnic State University, San Luis Obispo Computer Science Department June 2018 2018 Brian Egana 2 Introduction Procedural Content

More information

Datakom II Seminar Lecture 2005 Erik Nordström

Datakom II Seminar Lecture 2005 Erik Nordström Online Gaming and Ad hoc Networking Datakom II Seminar Lecture 2005 1 Multiplayer Computer Games (MCG) - Background In the beginning there was MUD (Multi- User Dungeon) First adventure game to support

More information

Game Server Selection for Multiple Players

Game Server Selection for Multiple Players Game Server Selection for Multiple Players Steven Gargolinski Christopher St. Pierre Mark Claypool Computer Science Department Worcester Polytechnic Institute http://www.cs.wpi.edu/~claypool/papers/musst/

More information

Understanding OpenGL

Understanding OpenGL This document provides an overview of the OpenGL implementation in Boris Red. About OpenGL OpenGL is a cross-platform standard for 3D acceleration. GL stands for graphics library. Open refers to the ongoing,

More information

IMGD Technical Game Development I: Introduction. by Robert W. Lindeman

IMGD Technical Game Development I: Introduction. by Robert W. Lindeman IMGD 3000 - Technical Game Development I: Introduction by Robert W. Lindeman gogo@wpi.edu What to Expect This course is mainly about the nuts and bolts of creating game-engine code Game architecture, algorithms,

More information

Peer-to-Peer Architecture

Peer-to-Peer Architecture Peer-to-Peer Architecture 1 Peer-to-Peer Architecture Role of clients Notify clients Resolve conflicts Maintain states Simulate games 2 Latency Robustness Conflict/Cheating Consistency Accounting Scalability

More information

? 5. VR/AR AI GPU

? 5. VR/AR AI GPU 1896 1935 1987 2006 1896 1935 1987 2006 1. 2. 3 3. 1. 4.? 5. VR/AR 6. 7. 8. 9. AI GPU VR 1. Lecture notes 2. Real Time Rendering, Tomas Möller and Eric Haines 3. The Art of Game Design, Jesse Schell 4.

More information

Challenges in Transition

Challenges in Transition Challenges in Transition Keynote talk at International Workshop on Software Engineering Methods for Parallel and High Performance Applications (SEM4HPC 2016) 1 Kazuaki Ishizaki IBM Research Tokyo kiszk@acm.org

More information

HeroX - Untethered VR Training in Sync'ed Physical Spaces

HeroX - Untethered VR Training in Sync'ed Physical Spaces Page 1 of 6 HeroX - Untethered VR Training in Sync'ed Physical Spaces Above and Beyond - Integrating Robotics In previous research work I experimented with multiple robots remotely controlled by people

More information

Controlling Viewpoint from Markerless Head Tracking in an Immersive Ball Game Using a Commodity Depth Based Camera

Controlling Viewpoint from Markerless Head Tracking in an Immersive Ball Game Using a Commodity Depth Based Camera The 15th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications Controlling Viewpoint from Markerless Head Tracking in an Immersive Ball Game Using a Commodity Depth Based

More information

Web of Things architecture update

Web of Things architecture update W3C Web of Things Interest Group Web of Things architecture update 12th April, 2016 Panasonic, Fujitsu Purpose of the architecture document Shows architecture of Web of Things(WoT) Clarifies WoT common

More information

Training Programme. 1. LTE Planning Overview. 2. Modelling a LTE Network. 3. LTE Predictions. 4. Frequency and PCI Plan Analysis

Training Programme. 1. LTE Planning Overview. 2. Modelling a LTE Network. 3. LTE Predictions. 4. Frequency and PCI Plan Analysis ATOLL LTE FEATURES Training Programme 1. LTE Planning Overview 2. Modelling a LTE Network 3. LTE Predictions 4. Frequency and PCI Plan Analysis 5. Monte-Carlo Based Simulations Slide 2 of 82 1. LTE Planning

More information

Project: Muscle Fighter

Project: Muscle Fighter 체근전도신호처리에기반한새로운무선 HCI 개발에관한연구 Project: Muscle Fighter EMG application in GAME 서울대학교의용전자연구실박덕근, 권성훈, 김희찬 Contents Introduction Hardware Software Evaluation Demonstration Introduction About EMG About Fighting

More information

Towards a Reference Architecture for 3D First Person Shooter Games

Towards a Reference Architecture for 3D First Person Shooter Games Towards a Reference Architecture for 3D First Person Shooter Games Philip Liew-pliew@swen.uwaterloo.ca Ali Razavi-arazavi@swen.uwaterloo.ca Atousa Pahlevan-apahlevan@cs.uwaterloo.ca April 6, 2004 Abstract

More information

Track and Vertex Reconstruction on GPUs for the Mu3e Experiment

Track and Vertex Reconstruction on GPUs for the Mu3e Experiment Track and Vertex Reconstruction on GPUs for the Mu3e Experiment Dorothea vom Bruch for the Mu3e Collaboration GPU Computing in High Energy Physics, Pisa September 11th, 2014 Physikalisches Institut Heidelberg

More information

Huawei ilab Superior Experience. Research Report on Pokémon Go's Requirements for Mobile Bearer Networks. Released by Huawei ilab

Huawei ilab Superior Experience. Research Report on Pokémon Go's Requirements for Mobile Bearer Networks. Released by Huawei ilab Huawei ilab Superior Experience Research Report on Pokémon Go's Requirements for Mobile Bearer Networks Released by Huawei ilab Document Description The document analyzes Pokémon Go, a global-popular game,

More information

DEFENCE OF THE ANCIENTS

DEFENCE OF THE ANCIENTS DEFENCE OF THE ANCIENTS Assignment submitted in partial fulfillment of the requirements for the degree of MASTER OF TECHNOLOGY in Computer Science & Engineering by SURESH P Entry No. 2014MCS2144 TANMAY

More information

Supporting x86-64 Address Translation for 100s of GPU Lanes. Jason Power, Mark D. Hill, David A. Wood

Supporting x86-64 Address Translation for 100s of GPU Lanes. Jason Power, Mark D. Hill, David A. Wood Supporting x86-64 Address Translation for 100s of GPU s Jason Power, Mark D. Hill, David A. Wood Summary Challenges: CPU&GPUs physically integrated, but logically separate; This reduces theoretical bandwidth,

More information

PAC XON CSEE 4840 Embedded System Design

PAC XON CSEE 4840 Embedded System Design PAC XON CSEE 4840 Embedded System Design Dongwei Ge (dg2563) Bo Liang (bl2369) Jie Cai (jc3480) Project Introduction PAC-XON Game Design Our project is to design a video game that consists of a combination

More information

Game Design. Level 3 Extended Diploma Unit 22 Developing Computer Games

Game Design. Level 3 Extended Diploma Unit 22 Developing Computer Games Game Design Level 3 Extended Diploma Unit 22 Developing Computer Games Your task (criteria P3) Produce a design for a computer game for a given specification Must be a design you are capable of developing

More information

Product Requirements Document

Product Requirements Document Product Requirements Document Team: Under Construction Authors: Michael Radbel (Lead), Matthew Ruth (Scribe), Maneesh Karipineni, Ilyne Han, Yun Suk Chang Project Name: vmemo Revision History Version Number

More information

An Audio Processing Library for Game Development in Flash

An Audio Processing Library for Game Development in Flash An Audio Processing Library for Game Development in Flash August 27th, 2009 Ray Migneco, Travis Doll, Jeff Scott, Youngmoo Kim, Christian Hahn and Paul Diefenbach Music and Entertainment Technology Lab

More information

Game Design 1. Unit 1: Games and Gameplay. Learning Objectives. After studying this unit, you will be able to:

Game Design 1. Unit 1: Games and Gameplay. Learning Objectives. After studying this unit, you will be able to: Game Design 1 Are you a gamer? Do you enjoy playing video games or coding? Does the idea of creating and designing your own virtual world excite you? If so, this is the course for you! When it comes to

More information

The Next Generation of Gaming Consoles

The Next Generation of Gaming Consoles The Next Generation of Gaming Consoles History of the Last Gen Sony had the #1 Console (PS2), was also the oldest and weakest, but had strong developer support Newcomer, Microsoft X-Box, attracted more

More information

Remote Sensing 4113 Lab 08: Filtering and Principal Components Mar. 28, 2018

Remote Sensing 4113 Lab 08: Filtering and Principal Components Mar. 28, 2018 Remote Sensing 4113 Lab 08: Filtering and Principal Components Mar. 28, 2018 In this lab we will explore Filtering and Principal Components analysis. We will again use the Aster data of the Como Bluffs

More information

MSc THESIS. A model to Evaluate QoE of Online Social Gaming

MSc THESIS. A model to Evaluate QoE of Online Social Gaming Network Architectures and Services Mekelweg 4, 2628 CD Delft The Netherlands www.nas.ewi.tudelft.nl 2014 MSc THESIS A model to Evaluate QoE of Online Social Gaming Emanuel Dias Abstract PVM-2014-080 Understanding

More information

Console Architecture 1

Console Architecture 1 Console Architecture 1 Overview What is a console? Console components Differences between consoles and PCs Benefits of console development The development environment Console game design PS3 in detail

More information

Tim Salter (ME) Jason Smith (ME) Ahmed Alfadhel (EE) Mike Neurohr (CE)

Tim Salter (ME) Jason Smith (ME) Ahmed Alfadhel (EE) Mike Neurohr (CE) Design Review Tim Salter (ME) Jason Smith (ME) Ahmed Alfadhel (EE) Mike Neurohr (CE) 1 Definition of Project Micro-goniophotometer gloss measurement device Evaluate the gloss characteristics of a sample/surface

More information

Motion sickness issues in VR content

Motion sickness issues in VR content Motion sickness issues in VR content Beom-Ryeol LEE, Wookho SON CG/Vision Technology Research Group Electronics Telecommunications Research Institutes Compliance with IEEE Standards Policies and Procedures

More information

Using SDR for Cost-Effective DTV Applications

Using SDR for Cost-Effective DTV Applications Int'l Conf. Wireless Networks ICWN'16 109 Using SDR for Cost-Effective DTV Applications J. Kwak, Y. Park, and H. Kim Dept. of Computer Science and Engineering, Korea University, Seoul, Korea {jwuser01,

More information

Critical Sections in Networked Games

Critical Sections in Networked Games IEEE ICC 203 - Communication QoS, Reliability and Modeling Symposium Critical Sections in Networked Games Saptarshi Debroy, Mohammad Zubair Ahmad, Mukundan Iyengar 2 and Mainak Chatterjee Department of

More information

CS Game Programming, Fall 2014

CS Game Programming, Fall 2014 CS 38101 Game Programming, Fall 2014 Recommended Text Learn Unity 4 for ios Game Development, Philip Chu, 2013, Apress, ISBN-13 (pbk): 978-1-4302-4875-0 ISBN-13 (electronic): 978-1-4302-4876-7, www.apress.com.

More information

SOFTWARE REQUIREMENTS SPECIFICATION

SOFTWARE REQUIREMENTS SPECIFICATION SOFTWARE REQUIREMENTS SPECIFICATION by car'eless İrfan DURMAZ Gürkan SOLMAZ Erkan ACUN 2009 Table of Contents 1. Purpose of the Document...3 2. Project Introduction... 3 2.1 Project Background...3 2.2

More information

EFFICIENT IMPLEMENTATIONS OF OPERATIONS ON RUNLENGTH-REPRESENTED IMAGES

EFFICIENT IMPLEMENTATIONS OF OPERATIONS ON RUNLENGTH-REPRESENTED IMAGES EFFICIENT IMPLEMENTATIONS OF OPERATIONS ON RUNLENGTH-REPRESENTED IMAGES Øyvind Ryan Department of Informatics, Group for Digital Signal Processing and Image Analysis, University of Oslo, P.O Box 18 Blindern,

More information