WiNMoS

Cloudgaming

Cloud Gaming Project in UBC

Advances in information and communications technologies (ICT) have led to increasing demand by consumers to access their digital entertainment anytime and wherever they are. Cloud-computing is emerging as a scalable and cost effective way to serve up digital media contents. Access to cloud-based media contents on the Internet involves networks of different spatial scales: broadband DSL and cable modems in home environments, Wi-Fi hotspots in public venues and 4G LTE/3G UMTS in urban areas. Devices used to access the cloud vary enormously in computational and communication capabilities: PCs, notebooks, set-top boxes, network-enabled home entertainment components, smart TVs, and mobile devices (tablets and smart phones). Given the above heterogeneous nature of networks and devices, our visions in this project are to develop novel design methodology and enabling technologies to support play-anywhere-on-any-device capability in next-generation cloud- based video games. More specifically, we intend to develop technologies, which ease the creation and online running of single and multiple-player video games, so that they can be developed once and run on any device over any network, and allow players to pause game-playing in one device and resume on another device connected to a different network, with an acceptable quality of experience (QoE). To address the technological challenges that need to be overcome to realize this vision, we shall provide new knowledge and integrated ICT solutions for the following inter-related objectives:

  • Understanding the QoE for players of different genres of games when they are using a variety of devices connected to the Internet via different networks with varying Quality of Service (QoS);
  • Developing a cognitive architectural framework that enables dynamic adjustments of how the available resources in the cloud, the access network, and the end-user devices are utilized;
  • Developing cognitive capabilities for situation awareness, and situation-aware resource management algorithms that optimize resource utilization in the cloud, the access network, and end-user devices while providing a satisfactory QoE;
  • Developing gaming prototypes that explore and demonstrate our novel architectural framework, cognitive capabilities, and dynamic resource management algorithms; and, in long term,
  • Extending the developed cloud-based gaming paradigm into future-generation immersive environments incorporating advanced human interfaces and the Internet of Things.


Project Objective

This project aims to develop novel design methodology and enabling technologies to support play-anywhere-on-any-device capability in next-generation cloud-based video games. The project is divided into the following inter-related tasks:

  • Task A: Cloud Gaming Quality of Experience (Kingstone, Leung, Nasiopoulos)
  • Task B: Design of Cognitive Architectural Framework (Leung, Krishnamurthy, Nasiopoulos)
  • Task C: Cognitive and Adaptive Algorithms (Krishnamurthy, Leung, Nasiopoulos)
  • Task D: Prototypes Development (Leung, Nasiopoulos, Krishnamurthy)
  • Task E: Immersive Cloud-gaming Environments (Nasiopoulos, Leung)


Project Plan

Manpower assignments are identified with each work activity as well as the appended budget justifications. The research will be completed by 7 graduate research assistants and two undergraduate interns employed over each of the three years in the project and supervised by the investigators. The project team will collaborate through regular project meetings to review progress, update project plan and discuss results. Student seminars will be held when significant results are achieved. An annual workshop will provide the industrial partners with opportunities for more interactions with the project team.


Project Members

  • Prof. Victor C.M. Leung (Principal Investigator)
  • Prof. Alan Kingston
  • Prof. Panos Nasiopoulos
  • Prof. Vikram Krishnamurthy


Project Progress

We have implemented a test-bed as the experimental environment for cloud-based gaming. Unlike conventional research and developing ideas of cloud games, MCG test-bed facilitates component-based games with unique features of dynamic partitioning. We discussed the component-based framework and core workflow of MCG test-bed, while explain the selection of implementation technologies.

  • Cognitive Cloud Gaming Testbed Demo: click here


Project Publications


Published

  • W. Cai, Z. Hong, X. Wang, H. Chan and V. Leung, "Quality of Experience Optimization for Cloud Gaming System with Ad-hoc Cloudlet Assistance", to appear in IEEE Transaction on Circuits and Systems for Video Technology
  • W. Cai, H. Chan, X. Wang and V. Leung, "Cognitive Resource Optimization for Decomposed Cloud Gaming Platform", to appear in IEEE Transaction on Circuits and Systems for Video Technology
  • Chisholm, J. D. & Kingstone, A. (In press). Action video games and improved attentional control: Disentangling selection and response-based processes. Psychonomic, Bulletin & Review.
  • Chisholm, J. D., Risko, E. F. & Kingstone, A. (2014). From gestures to gaming: Visible embodiment of remote actions. Quarterly Journal of Experimental Psychology, 67, 609-624.
  • Anderson, N. C., Anderson, F., Kingstone, A., Bischof, W. F. (In press). A comparison of scanpath comparison methods. Behavior Research Methods.
  • Anderson, N. C., Bischof, W. F., Laidlaw, K. E. W., Risko, E. F. & Kingstone, A. (2013). Recurrence quantification analysis of eye movements. Behavior Research Methods, 45, 842-856.
  • Chisholm, J. D. & Kingstone, A. (2014). Knowing and avoiding: The influence of distractor awareness on oculomotor capture. Attention, Perception, & Psychophysics, 76, 1258-1264.
  • Foulsham, T., Chapman, C., Nasiopoulos, E. & Kingstone, A. (2014). Top-down and bottom-up aspects of active search in a real world environment. Canadian Journal of Experimental Psychology, 68, 8-19.
  • Lanthier, S. N., Risko, E.F., Smilek, D. & Kingstone, A. (2013). Measuring the separate effects of practice and fatigue on eye movements during visual search. Cognitive Science Society, 35, 2820-2825.
  • Nasiopoulos, E, Dong, Y., & Kingstone, A. (2014). Evaluation of high dynamic range content viewing experience using eye-tracking data. IEEE Heterogeneous Networking for Quality, Reliability, Security and Robustness (QShine). 13-17. doi: 10.1109/QSHINE.2014.69286532014
  • Wu, D. W.-L., Anderson, N. C., Bischof, W. F., & Kingstone, A. (2014). Temporal dynamics of eye movements are related to differences in scene complexity and clutter. Journal of Vision, 14(9):8, 1–14. doi:10.1167/14.9.8
  • W. Cai, C. Zhou, M. Li, X. Li and V. Leung, "MCG Test-bed: An Experimental Test-bed for Mobile Cloud Gaming", to appear in Proceeding of The 13th International Conference on Mobile Systems, Applications and Services (MobiSys2015), Florence, Italy, May 18-22, 2015.
  • F. Chi, X. Wang, W. Cai and V. Leung, "Ad-hoc Cloudlet Based Cooperative Cloud Gaming", in The IEEE 5th International Conference on Cloud Computing Technology and Science (CloudCom2014), Singapore, December 12-15, 2014.
  • Z. Hong, W. Cai, X. Wang and V. Leung, "Reputation-based Multiplayer Fairness for Ad-hoc Cloudlet-assisted Cloud Gaming System", in Proceeding of 2014 International Conference on Smart Computing (SMARTCOMP 2014) , Hong Kong, November, 2014.
  • W. Cai, F. Chi and V. Leung, "Cloud Gameing" Chapter, to appear in "Encyclopedia of Cloud Computing, Wiley Press, 2015. Wiley-IEEE, 2015 ISBN-13: 978-1118821978; ISBN-10: 1118821971.
  • W. Cai and V. Leung, "Decomposed Cloud Games: Design Principles and Challenges", in Proceeding of The 2014 IEEE International Conference on Multimedia and Expo (ICME2014), Chengdu, China, July 14-18, 2014.
  • W. Cai, M. Chen, and V. Leung, "Toward Gaming as a Service", IEEE Internet Computing,vol.18, no.3, pp.12-18, May-June, 2014.
  • W. Cai, M. Chen, C. Zhou, V. Leung and H. Chan, "Resource Management for Cognitive Cloud Gaming",in Proceeding of The 2014 IEEE International Conference on Communications (ICC2014), Sydney, Austrailia, June 10-14, 2014.
  • W. Cai, V. Leung and L. Hu, "A Cloudlet-Assisted Multiplayer Cloud Gaming System", ACM/Springer Mobile Networks and Applications (MONET), DOI: 10.1007/s11036-013-0485-4, November 2013.
  • W. Cai, C. Zhou, V. Leung and M. Chen, "A Cognitive Platform for Mobile Cloud Gaming", in Proceeding of The IEEE 5th International Conference on Cloud Computing Technology and Science (CloudCom2013), Bristol, UK, December 2-5, 2013.
  • W. Cai, C. Zhou, V. Leung and M. Chen, "Environment Perception for Mobile Cloud Gaming", in Proceeding of The 4th International Conference on Cloud Computing (CloudComp2013), Wuhan, China, Octorber 17-19, 2013.
  • W. Cai, V. Leung and M. Chen, "Next Generation Mobile Cloud Gaming", in Proceeding of The IEEE International Symposium on Mobile Cloud, Computing, and Service Engineering (MobileCloud2013), Hotel Sofitel, San Francisco Bay, USA, March 26-28, 2013.
  • W. Cai and V. Leung, "Multiplayer Cloud Gaming System with Cooperative Video Sharing", in Proceeding of 4th IEEE International Conference on Cloud Computing Technology and Science (CloudCom2012), Taipei, Taiwan, December 3-6, 2012.

Submitted/In Revision

  • Kendall, W., Choi, A., Kingstone, A. (July, 2014). The influence of social presence on looking behaviour to security videos. Poster presented at the 24th Annual Meeting of the Canadian Society for Brain, Behaviour, and Cognitive Science annual meeting. Toronto, ON.
  • Kendall, W., Kingstone, A. (May 2014). The effect of camera presence on arousal, attentional control and inhibition. Poster presented at the Vision Science Society annual meeting. St Pete Beach, FL, US.
  • Nasiopoulos, E., Dong, Y. & Kingstone, A. (August, 2014). Evaluation of high dynamic range content viewing experience using eye tracking data. 11th International Conference On Heterogeneous Networking For Quality, Reliability, Security And Robustness. Rhodes, Greece.
  • Nasiopoulos, E., Cywinska, A. & Kingstone, A. (February, 2014). Eye tracking operates as an implied social presence. Poster presented at SPSP annual meeting in Austin, Texas
  • Chisholm, J.D., Ho, S., & Kingstone, A. (March 2013). Why are action video game players better? A test of the Learning to Learn proposal. Poster presented at the Entertainment Software and Cognitive Neurotherapeutics Society annual meeting, Los Angeles, CA, USA.
  • DiGiacomo, A., Laidlaw, K.E.W., & Kingstone, A. (March 2013). Wearing an eye tracker influences moral behavior beyond looking behavior itself. Poster presented at the 2013 Entertainment Software and Cognitive Neurotherapeutics Society Annual Meeting, Los Angeles, California, USA.
  • W. Cai, F. Chi, X. Wang, and V. Leung, "Toward Multiplayer Cooperative Cloud Gaming", IEEE Wireless Communications, Wireless/Mobile Connected Entertainment Special Issue [submitted]
  • F. Chi, X. Wang, W. Cai and V. Leung, "Ad-hoc Cloudlet Based Cooperative Cloud Gaming", IEEE Transaction on Cloud Computing [submitted]

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