An introduction to online video game qos and qoe influencing factors

F Metzger, S Geißler, A Grigorjew, F Loh… - … Surveys & Tutorials, 2022 - ieeexplore.ieee.org
Online video games and cloud gaming are rapidly growing in pervasiveness. Their resource
demands can put significant stress on the global communication infrastructure. And network …

metaverse as a service: Megascale social 3d on the cloud

A Haeberlen, LTX Phan, M McGuire - … of the 2023 ACM Symposium on …, 2023 - dl.acm.org
We present a vision for the future of an emerging category of cloud service: the metaverse of
3D virtual worlds. Today, hundreds of millions of users are active daily in such worlds, but …

Motivating high performance serverless workloads

HD Nguyen, Z Yang, AA Chien - Proceedings of the 1st Workshop on …, 2020 - dl.acm.org
The historical motivation for serverless comes from internet-of-things, smartphone client
server, and the objective of simplifying programming (no provisioning) and scale-down (pay …

Bringing mobile online games to clouds

D Meiländer, F Glinka, S Gorlatch, L Lin… - … IEEE Conference on …, 2014 - ieeexplore.ieee.org
Massively Multi-player Online Games (MMOG) are characterized by intensive interactions
between many simultaneous users and real-time demands on Quality of Service (QoS) …

An efficient process live migration mechanism for load balanced distributed virtual environments

B Gerofi, H Fujita, Y Ishikawa - 2010 IEEE International …, 2010 - ieeexplore.ieee.org
Distributed virtual environments (DVE), such as multi-player online games and distributed
simulations may involve a massive amount of concurrent clients. Deploying distributed …

Transaction models for massively multiplayer online games

K Zhang, B Kemme - 2011 IEEE 30th International Symposium …, 2011 - ieeexplore.ieee.org
Massively Multiplayer Online Games are considered large distributed systems where the
game state is partially replicated across the server and thousands of clients. Given the scale …

Training interpreters using virtual worlds

PD Ritsos, R Gittins, S Braun, C Slater… - … Science XVIII: Special …, 2013 - Springer
With the rise in population migration there has been an increased need for professional
interpreters who can bridge language barriers and operate in a variety of fields such as …

Using mobile cloud computing for real-time online applications

D Meiländer, F Glinka, S Gorlatch, L Lin… - 2014 2nd IEEE …, 2014 - ieeexplore.ieee.org
We consider a challenging class of highly interactive virtual environments, also known as
Real-Time Online Interactive Applications (ROIA). Popular examples of ROIA include multi …

Lge-ksvd: Flexible dictionary learning for optimized sparse representation classification

R Ptucha, A Savakis - Proceedings of the IEEE Conference on …, 2013 - cv-foundation.org
Sparse representations have successfully been exploited for the development of highly
accurate classifiers. Unfortunately, these classifiers are computationally intensive and …

From a single-to multi-server online game: A quake 3 case study using rtf

A Ploss, S Wichmann, F Glinka, S Gorlatch - Proceedings of the 2008 …, 2008 - dl.acm.org
Fast-paced action online games like First Person Shooters (FPS) pose high demands on
resources and thus require multi-server architectures in order to scale to higher player …