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학술대회 Implementation of the Cloud Gaming Platform with Adaptive Bitrate Streaming
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저자
이은준, 신일홍, 이현우
발행일
201410
출처
International Conference on Information and Communication Technology Convergence (ICTC) 2014, pp.478-479
DOI
https://dx.doi.org/10.1109/ICTC.2014.6983185
협약과제
14MR3300, 다수의 비정형 스크린 분배 및 협업을 통한 오픈스크린 서비스 플랫폼 기술 개발, 이현우
초록
There are still many technical challenges to provide a better user's experience in the field of cloud-based gaming service. We focus on an adaptive streaming technology in this paper. We describe the implementation of platform for cloud-based gaming service, delivering virtualized gaming contents adaptively according to variations of available network bandwidth. And we show the measured latency according to changes of the bandwidth at user's access network.
KSP 제안 키워드
Adaptive bitrate streaming, Network bandwidth, Technical Challenges, access network, adaptive streaming, cloud gaming, cloud-based gaming, gaming platform