• Title/Summary/Keyword: remote gaming

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A 2-Tier Server Architecture for Real-time Multiple Rendering (실시간 다중 렌더링을 위한 이중 서버 구조)

  • Lim, Choong-Gyoo
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.13-22
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    • 2012
  • The wide-spread use of the broadband Internet service makes the cloud computing-based gaming service possible. A game program is executed on a cloud node and its live image is fed into a remote user's display device via video streaming. The user's input is immediately transmitted and applied to the game. The minimization of the time to process remote user's input and transmit the live image back to the user and thus satisfying the requirement of instant responsiveness for gaming makes it possible. However, the cost to build its servers can be very expensive to provide high quality 3D games because a general purpose graphics system that cloud nodes are likely to have for the service supports a single 3D application at a time. Thus, the server must have a technology of 'realtime multiple rendering' to execute multiple 3D games simultaneously. This paper proposes a new architecture of 2-tier servers of clouds nodes of which one group executes multiple games and the other produces game's live images. It also performs a few experimentations to prove the feasibility of the new architecture.

Development of a Remote Rendering System using Direct3D API (Direct3D API의 원격 실시간 실행 시스템 개발)

  • Lim, Choong-Gyoo
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.117-126
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    • 2014
  • There are various kinds of applications if one can develop a remote execution system using for legacy 3D APIs. It can be used in implementing a cloud gaming service based on the real-time video streaming technology. Or, it can also be used in implementing a GPU virtualization for simultaneously rendering of many different 3D applications. The OpenGL API consists of independent global functions while the Direct3D API consists of Microsoft COM-based interfaces and their member functions, which makes the implementation of remote rendering system more difficult. The purpose of the paper is to show the applicability of the technology to any legacy 3D API by successfully designing and implementing a remote rendering system using the Direct3D API. It applies the implementation to a sample Direct3D application and also performs a few experimentations to show the technical feasibility.

A Method for Client-Server Allocation for Maximum Load Balancing and Automatic Frame Rate Adjustment in a Game Streaming Environment (게임 스트리밍 환경에서 최대 부하 균등 및 자동 프레임 레이트 조절을 위한 클라이언트-서버 배정 방법)

  • Kim, Sangchul
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.77-88
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    • 2020
  • Recently, interest in game streaming is high in cloud-based gaming. In game streaming, remote game servers perform graphics rendering and stream the resulting scene images to clients' device on the Internet. We model the client-server allocation (CSA) problem for balancing the GPU load between servers in a game streaming environment as an optimization problem, and propose a simulated annealing-based method. The features of our method are that the method takes into account the constraints on network delay and has the ability to automatically adjust the frame rate of game sessions if necessary.

cMac : A Context-aware Mobile Apps-on-a-Cloud Architecture Empowering smart devices by leveraging Platform as a Service (PaaS) (클라우드 아키텍처 기반 상황인지 모바일 애플리케이션)

  • Amin, Muhammad Bilal;Lee, Sung-Young;Lee, Young-Koo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.40-42
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    • 2011
  • Smart hand-held devices like iPhone, iPad, Andriod and other mobile-OS machines are becoming a well known part of our daily lives. Utilization of these devices has gone beyond the expectations of their inventors. Evolution of Apple's iOS from a mobile phone Operating System to a wholesome platform for Portable Gaming is an adequate proof. Using these smart devices people are downloading applications from numerous online App Stores. Utilizing remote storage facilities and confining themselves to computing power far below than an entry level laptop, netbooks have emerged. Google's idea of Chrome OS coupled with Google's AppEngine is an eye-opener for researchers and developers. Keeping all these industry-proven innovations in mind we are proposing a Context-Driven Cloud-Oriented Application Architecture for smart devices. This architecture enables our smart devices to behave smarter by utilizing very less of local resources.

Hologram based Internet of Signage Design Using Raspberry Pi

  • Timur, Khudaybergenov;Han, Jungdo;Cha, Jae-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.12
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    • pp.35-41
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    • 2019
  • This paper propose design of remotely controllable hologram based interactive signage. General idea is organization of work of hologram signage through using Raspberry Pi hardware platform and Intel realsense r200 for interaction opportunity. Remote content management is based on Screenly software solution. Open CV based solutions are used for content controlling on the spectators side. Represented work describe of using of the 3D content rendering algorithm based on 3D gaming technology Unity 5. An experimental model was carried out with the purpose of IoS designing, to 3D data visualization and to introduce a new method for visualizing and displaying 3D data on a hologram pyramid signage. Description of working model of hologram signage is given in this paper.

A Study on Utilization of Drone for Public Sector by Analysis of Drone Industry (국내외 드론산업 동향 분석을 통한 공공분야에서의 드론 활용방안에 대한 연구)

  • Sim, Seungbae;Kwon, Hunyeong;Jung, Hosang
    • Journal of Information Technology Services
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    • v.15 no.4
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    • pp.25-39
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    • 2016
  • The drone is an unmanned aerial vehicle which has no human pilot. Drones can be classified into military drones, commercial drones, and personal drones by usage. Also, drones can be classified from large-sized to nano-sized drone by size and autonomous, remote controlled drone by control type. Especially, military drones can be classified into low-altitude drones, medium-altitude, and high-altitude drones by altitude. Recently, the drone industry is one of the fast growing industries in the world. As drone technologies have become more advanced and cost-effective, Korean government has set its goal to become a top-level country in drone business. However, the government's strict regulation for drone operations is one of the biggest hurdles for the development of the related technologies in Korea and other countries. For example, critical problems for drone delivery can be classified into technical issues and institutional issues. Technical issues include durability, conditional awareness, grasp and release mechanisms, collision avoidance systems, drone operating system. Institutional issues include pilot and operator licensing, privacy rules, noise guidelines, security rules, education for drone police. This study analyzes the trends of the drone industry from the viewpoint of technology and regulation. Also, we define the business areas of drone utilization. Especially, the drone business types or models for public sector are proposed. Drone services or functions promoting public interests need to be aligned with the business reference model of Korean government. To define ten types of drone uses for public sector, we combine the business types of government with the future uses of drones that are proposed by futurists and business analysts. Future uses of drones can be divided into three sectors or services. First, drone services for public or military sectors include early warning systems, emergency services, news reporting, police drones, library drones, healthcare drones, travel drones. Second, drone services for commercial or industrial services include parcel delivery drones, gaming drones, sporting drones, farming and agriculture drones, ranching drones, robotic arm drones. Third, drone services for household sector include smart home drones.