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C-Game 2014 - Workshop on Cloud Gaming Systems and Networks (C-Game)

Date2014-07-14 - 2014-07-18

Deadline2014-03-23

VenueChengdu, China China

Keywords

Websitehttps://www.icme2014.org/workshops

Topics/Call fo Papers

Online gaming systems, which mix various multimedia such as image, video, audio, and graphics to enable players to interact with each other over the Internet, are now widely used not just for entertainment, but also for socializing, business, commerce, scientific experimentation, and many other practical purposes. Gaming is now a multi-billion dollar industry all over the world, having already surpassed the much longer-established film and music industries, and generating more revenue than each of cinema and DVD/BlueRay industries. Cloud gaming, the newest entry in the online gaming world, leverages the well-known concept of cloud computing to provide online gaming services to players. The idea in cloud gaming is to process the game events in the cloud and to stream the game to the players. Cloud gaming can be single player, where a user plays the game on his/her own, or multiplayer, where multiple geographically distributed users play with or against each other. Since it uses the cloud, scalability, server bottlenecks, and server failures are alleviated to a great extent, helping it become more popular in both research and industry, with companies such as OnLive, StreamMyGame, Gaikai, G-Cluster, OTOY, Spoon, CiiNOW, with Sony and Microsoft to join in 2014.
Shervin Shirmohammadi, University of Ottawa, Canada
Maha Abdallah, Pierre & Marie Curie University (UPMC), France
Dewan Tanvir Ahmed, University of North Carolina at Charlotte, USA

Last modified: 2014-01-21 23:14:33