2019
DOI: 10.1109/mwc.2019.1800440
|View full text |Cite
|
Sign up to set email alerts
|

Improving Cloud Gaming Experience through Mobile Edge Computing

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
36
0

Year Published

2020
2020
2023
2023

Publication Types

Select...
4
4
1

Relationship

0
9

Authors

Journals

citations
Cited by 108 publications
(46 citation statements)
references
References 13 publications
0
36
0
Order By: Relevance
“…Because each simulation is performed for the same amount of usage, the case in which the resource utilization rate is higher than that of other algorithms can be seen in the following example. Suppose that node A has (10,10,20) available resources, and node B has (20,20,20) available resources. When the VSF with resource requirements of (10, 10, 10) is deployed, the resource utilization rate is (1 + 1 + FIGURE 5.…”
Section: B Simulation Results and Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Because each simulation is performed for the same amount of usage, the case in which the resource utilization rate is higher than that of other algorithms can be seen in the following example. Suppose that node A has (10,10,20) available resources, and node B has (20,20,20) available resources. When the VSF with resource requirements of (10, 10, 10) is deployed, the resource utilization rate is (1 + 1 + FIGURE 5.…”
Section: B Simulation Results and Discussionmentioning
confidence: 99%
“…In the existing environment based on cloud computing, even insensitive users may feel input delay, which soon results in reduced usability. Therefore, edge computing can be the core technology of cloud gaming [10].…”
Section: Introductionmentioning
confidence: 99%
“…A QoE-aware resource allocation framework is presented in [39] for a mobile cloud gaming system. The proposed system, referred to as EdgeGame, offloads computationally intensive tasks into the edge instead of the remote rendering server.…”
Section: B Related Workmentioning
confidence: 99%
“…To overcome the limitations of the client hardware, a cloud game collects user inputs from the client, processes the collected information, and renders the graphics accordingly in the cloud, and then streams only the rendered frames to the client. In the cloud computing model, cloud games were unfortunately difficult to realize because of the round-trip time, but in the edge computing environment, the problem of latency is solved, making it a potentially feasible service [ 11 ].…”
Section: Introductionmentioning
confidence: 99%