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 in | ETRI journal Vol. 35; no. 6; pp. 960 - 968 |
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Main Authors | , , , , , |
Format | Journal Article |
Language | English |
Published |
Electronics and Telecommunications Research Institute (ETRI)
01.12.2013
한국전자통신연구원 |
Subjects | |
Online Access | Get full text |
ISSN | 1225-6463 2233-7326 |
DOI | 10.4218/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. |
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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 |
Author_xml | – sequence: 1 givenname: Kyoung Ill surname: Kim fullname: Kim, Kyoung Ill – sequence: 2 givenname: Su Young surname: Bae fullname: Bae, Su Young – sequence: 3 givenname: Dong Chun surname: Lee fullname: Lee, Dong Chun – sequence: 4 givenname: Chang Sik surname: Cho fullname: Cho, Chang Sik – sequence: 5 givenname: Hun Joo surname: Lee fullname: Lee, Hun Joo – sequence: 6 givenname: Kyu Chul surname: Lee fullname: Lee, Kyu Chul |
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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. KISTI1.1003/JNL.JAKO201344962318176 http://etrij.etri.re.kr/Cyber/servlet/BrowseAbstract?vol=35&pg=960 G704-001110.2013.35.6.001 |
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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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