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Time for Gaming (CROSBI ID 628958)

Prilog sa skupa u zborniku | sažetak izlaganja sa skupa | međunarodna recenzija

Melvin, Hugh ; Pocta, Peter ; Skorin-Kapov, Lea ; Zgank, Andrej ; Guerra, Javier Sainz Time for Gaming // Proceedings of ITSF 2015. 2015

Podaci o odgovornosti

Melvin, Hugh ; Pocta, Peter ; Skorin-Kapov, Lea ; Zgank, Andrej ; Guerra, Javier Sainz

engleski

Time for Gaming

We have seen huge growth in so-called Massively Multiplayer Online Gaming (MMOG) driven by better fixed/mobile network connectivity and bandwidth. The Quality of Experience however is often severely hampered by poor temporal determinism and high latency, resulting in player bias. With increasing access to precision time on gaming endpoints, MMOG servers can , with appropriate support protocols, better utilise realtime delay information to help optimize player QoE. In this presentation, we examine how the full MMOG infrastructure, from endpoint to servers currently use time and how this can significantly evolve as time accuracy improves. We also examine the extent to which endpoint software and hardware design & implementation issues greatly degrade overall performance of time-sensitive applications. This research is part supported by the EU COST Action ACROSS which as part of its brief, is examining the role on Time Awareness in Gaming and more generally in Software Defined Networking.

timing; synchronization; QoE; gaming; MMOG; software defined networking

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Podaci o prilogu

2015.

objavljeno

Podaci o matičnoj publikaciji

Podaci o skupu

International Time and Synchronisation Forum (ITSF) 2015

predavanje

03.11.2015-05.11.2015

Edinburgh, Ujedinjeno Kraljevstvo

Povezanost rada

Elektrotehnika, Računarstvo