Cloud‐Based Gaming Service Platform Supporting Multiple Devices

To implement a cloud game service platform supporting multiple users and devices based on real‐time streaming, there are many technical needs, including game screen and sound capturing, audio/video encoding in real time created by a high‐performance server‐generated game screen, and real‐time stream...

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Published inETRI journal Vol. 35; no. 6; pp. 960 - 968
Main Authors Kim, Kyoung Ill, Bae, Su Young, Lee, Dong Chun, Cho, Chang Sik, Lee, Hun Joo, Lee, Kyu Chul
Format Journal Article
LanguageEnglish
Published Electronics and Telecommunications Research Institute (ETRI) 01.12.2013
한국전자통신연구원
Subjects
Online AccessGet full text
ISSN1225-6463
2233-7326
DOI10.4218/etrij.13.2013.0076

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Abstract To implement a cloud game service platform supporting multiple users and devices based on real‐time streaming, there are many technical needs, including game screen and sound capturing, audio/video encoding in real time created by a high‐performance server‐generated game screen, and real‐time streaming to client devices, such as low‐cost PCs, smart devices, and set‐top boxes. We therefore present a game service platform for the running and management of the game screen, as well as running the sound on the server, in which the captured and encoded game screen and sound separately provide client devices through real‐time streaming. The proposed platform offers Web‐based services that allow game play on smaller end devices without requiring the games to be installed locally.
AbstractList To implement a cloud game service platform supporting multiple users and devices based on real‐time streaming, there are many technical needs, including game screen and sound capturing, audio/video encoding in real time created by a high‐performance server‐generated game screen, and real‐time streaming to client devices, such as low‐cost PCs, smart devices, and set‐top boxes. We therefore present a game service platform for the running and management of the game screen, as well as running the sound on the server, in which the captured and encoded game screen and sound separately provide client devices through real‐time streaming. The proposed platform offers Web‐based services that allow game play on smaller end devices without requiring the games to be installed locally.
To implement a cloud game service platform supporting multiple users and devices based on real-time streaming, there are many technical needs, including game screen and sound capturing, audio/video encoding in real time created by a high-performance server-generated game screen, and real-time streaming to client devices, such as low-cost PCs, smart devices, and set-top boxes. We therefore present a game service platform for the running and management of the game screen, as well as running the sound on the server, in which the captured and encoded game screen and sound separately provide client devices through real-time streaming. The proposed platform offers Web-based services that allow game play on smaller end devices without requiring the games to be installed locally. KCI Citation Count: 9
Author Kim, Kyoung Ill
Lee, Dong Chun
Bae, Su Young
Lee, Hun Joo
Lee, Kyu Chul
Cho, Chang Sik
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Cites_doi 10.1109/ISCE.2008.4559473
10.1155/2009/231863
10.17487/rfc3550
10.1109/WAINA.2010.186
10.1145/566654.566639
10.1145/1378191.1378210
10.1145/1413634.1413648
10.4218/etrij.13.0212.0213
10.17487/rfc3984
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Notes Kyu Chul Lee
kclee@cnu.ac.kr
Su Young Bae
and Hun Joo Lee
Dong Chun Lee
Chang Sik Cho
manim75@etri.re.kr
bluepine@etri.re.kr
cscho@etri.re.kr
are with the Creative Content Research Laboratory, ETRI, Daejeon, Rep. of Korea.
This work was supported by the IT R&D program and the Game Service Technology Based on Realtime Streaming (10035184) funded by the Ministry of Knowledge Economy (MKE), Rep. of Korea.
Kyoung Ill Kim (phone: +82 42 860 6467
kki@etri.re.kr
hjoo@etri.re.kr
is with the Department of Computer Engineering, Chungnam National University, Daejeon, Rep. of Korea.
Manuscript received Apr. 9, 2013; revised Sept. 24, 2013; accepted Oct. 12, 2013.
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Snippet To implement a cloud game service platform supporting multiple users and devices based on real‐time streaming, there are many technical needs, including game...
To implement a cloud game service platform supporting multiple users and devices based on real-time streaming, there are many technical needs, including game...
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SubjectTerms Game service platform, game on demand, audio/video encoding, real‐time streaming, cloud‐based game
전자/정보통신공학
Title Cloud‐Based Gaming Service Platform Supporting Multiple Devices
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