Discuss about the Interactive Game Playing and Network Quality.
All the games are said to be interactive which include input from user in any way or the other. As interactive resembles something, which involves much engaging of the participants so, interactive games are those in which the user interacts with the game and the game provides feedback to the user (Chung & Klappert, 2014). The feedback is the result of whatever the user has done or said. These games can be related to both knowledge and entertainment. There are several features supported by these games such as live chat, instant messaging, product or service sales support and many other things, which help the user to get in contact with the game. There is proper interaction between the user and the game in such type of games. These games require proper network quality for the games to be more effective (Cai, Leung & Hu, 2014).
The article focuses on “A cloudlet-assisted multiplayer cloud gaming system”. In this article, it is explained that the continuous analysis and monitoring of the behavior of the user who is engaged in the game under the circumstances which are ecologically valid can provide valuable data and information about the user and the user’s activities can be read efficiently and analyzed well. The fact has been highlighted that interactive games are helpful to analyze the behavior of any human being who is in full concentrated interaction with the game. In this paper, cloud server based approach has been studied and the parameters, which affect the quality of user experience has been studied through CMG approach. A prototype has been created for real time measurement of the factors. The correlation of video frames has been discussed in the paper is in partial fulfillment with the topic of the article.
The paper chosen highlights that the interactive mediated activity of human is the activity, which is analyzed when the person is in proper interaction with the virtual world, which is possible only if the person is in full concentration with the virtual device. The traces of interaction performed in the paper illustrates the activities of the user with the environment in which he/she in interacting. The perspectives of many people have been taken into consideration while performing the study. The findings in the report don not explain much about the intended topic as much points must have been highlighted on why do people play mobile social games.
The mentioned paper intends to explain the details of A survey on interactive games over mobile networks. It has been described that the mobile revolution has brought facility to enjoy an individual’s favorite game at anytime and anywhere. It has been said that mobile games have become popular because they are wireless and thus have increased the ease. The main components have been surveyed, which ensures a playful experience for the users. Infrastructure less and infrastructure based networks have been discussed in the chapter. The concluded explanation by the author has a context with the intended approach of the topic as the findings focus on the aspects of mobile communication.
The paper intends to focus on the quality of service of cloud gaming systems. The findings prove that OnLive services are better as they provide adaptable frame rate, better graphic quality, and shorter server processing delays and consumes less network bandwidth. A suite for measurement techniques for user perceives quality of service of proprietary and closed cloud gaming systems under diverse network conditions has been discussed. The finding of the paper are in a contrast of the provide topic as the topic intends on providing g the detail about the cloud services.
In the mentioned paper, the result if two user-studies has been presented which measure the objective and subjective effects of latency on a cloud-based game. Out of the studies chosen, one study uses the commercial OnLive game and the other academic cloud gaming system anywhere. Results prove that the quality of user experience decreases with the increase in latency. The results drawn in the paper match with the intended topic of the paper as effect of latency has been discussed in the paper.
The mentioned article tends to evaluate the quality of goal-directed arm movements cerebral palsy (CP) following four weeks of home-based training with motion interactive video games. As a result, the movement precision of children improved. Their centre of pressure paths decreased, the variability in maximal shoulder angles also increased when reaching for virtual objects. The conclusion drawn in the paper is relevant with the topic of the paper.
This article is about the use of modern crow sourced live streaming system. Here, twitch is taken as a representative and the inside architecture is outlined by using both the crawled data and captures traffic of local broadcasters/viewers. The data accessed was examined for two months and the patterns have been revealed through determining both event’s and broadcaster’s sources. The paper concludes that twitch TV has become 4th largest traffic generator in U.S internet traffic. The conclusion drawn in the paper does matches with the intended topic of the article.
The mentioned article focuses on the infrastructure if mobile gaming with the used cloud service. The paper highlights that latency is the main issue that rises in gaming. A prototype has been designed which enables the user to switch between mobile phone and others such as a public display. The key points of system design has been explained with the way of their implementation. The paper does not focus much in the way that the topic suggests.
The mentioned article is intended to focus on Clouds+ games: A multifaceted approach. The paper concludes that computer game landscapes have changed. The paper focuses on people playing games on multiple computing devices with heterogeneous form factors capability, and connectivity. This paper concludes that enhancing the gaming experiences, asks the designers to focus on the cloud experience. It has been highlighted that current cloud platforms are not optimized for highly interactive games.
In the mentioned paper, a detailed study on the network turbellience of the prominent commercial and client game system OnLive has been developed. The experiments have been designed properly, which allows an individual to compare the networks. The traditional research procedures on the topic have been compared with the new developed methods. The finding shows that OnLive traffic has decreased turbulence, which is similar to the high definition live video with huge frequent packets and increased bitrates. The paper concludes that testing of additional games cam possibly expand the selection of genres chosen. The findings of the paper are not able to explain the details of the intended topic to the extent.
Conclusion
Hence, from the above discussion, it can be concluded that, the continuous analysis and monitoring of the behavior of the user who is engaged in the game under the circumstances which are ecologically valid can provide valuable data and information about the user and the user’s activities can be read efficiently and analyzed well. The interactive mediated activity of human is the activity which, is analyzed when the person is in proper interaction with the virtual world which is possible only if the person is in full concentration with the virtual device. the process of learning is not a stimulus-response phenomenon but instead, it is the phenomenon which requires regulating oneself and building the conceptual structures by the means of self reflection and abstraction. In the constructive theory, the learner is responsible to participate actively in the learning activity. The interactive games provide a primary source for the simple elements of learning and the raw data for learning processes. Network quality is treated as critical with the interactive online games which are in real-time. Even though the user gets the best internet service, but the eservice provider is not able to give efficient Quality of Service (QOS). Online interactive games have become very popular in today’s era and the reason behind this is that the games do not require proper and much efficient QOS.
References
Cai, W., Leung, V. C., & Hu, L. (2014). A cloudlet-assisted multiplayer cloud gaming system. Mobile Networks and Applications, 19(2), 144-152.
Chen, K. T., Chang, Y. C., Hsu, H. J., Chen, D. Y., Huang, C. Y., & Hsu, C. H. (2014). On the quality of service of cloud gaming systems. IEEE Transactions on Multimedia, 16(2), 480-495. Available at https://ieeexplore.ieee.org/abstract/document/6670099/
Chung, D. D., & Klappert, W. R. (2014).the impact of gaming. U.S. Patent No. 8,657,680. Washington, DC: U.S. Patent and Trademark Office.
Claypool, M., & Finkel, D. (2014, December). The effects of latency on player performance in cloud-based games. In Network and Systems Support for Games (NetGames), 2014 13th Annual Workshop on (pp. 1-6). IEEE. Available at https://ieeexplore.ieee.org/abstract/document/7148144/
Claypool, M., Finkel, D., Grant, A., & Solano, M. (2014). On the performance of OnLive thin client games. Multimedia systems, 20(5), 471-484.
Gerla, M., Maggiorini, D., Palazzi, C. E., & Bujari, A. (2013). A survey on interactive games over mobile networks. Wireless Communications and Mobile Computing, 13(3), 212-229. Available at https://onlinelibrary.wiley.com/doi/10.1002/wcm.2197/full
Kämäräinen, T., Siekkinen, M., Xiao, Y., & Ylä-Jääski, A. (2014, December). Towards pervasive and mobile gaming with distributed cloud infrastructure. In Proceedings of the 13th Annual Workshop on Network and Systems Support for Games (p. 16). IEEE Press.
Lee, K., Chu, D., Cuervo, E., Kopf, J., Degtyarev, Y., Grizan, S., … & Flinn, J. (2015, May). Outatime: Using speculation to enable low-latency continuous interaction for mobile cloud gaming. In Proceedings of the 13th Annual International Conference on Mobile Systems, Applications, and Services (pp. 151-165). ACM.
Mishra, D., El Zarki, M., Erbad, A., Hsu, C. H., & Venkatasubramanian, N. (2014). Clouds+ games: A multifaceted approach. IEEE Internet Computing, 18(3), 20-27.
Sandlund, M., Domellöf, E., Grip, H., Rönnqvist, L., & Häger, C. K. (2014). Training of goal directed arm movements with motion interactive video games in children with cerebral palsy–a kinematic evaluation. Developmental neurorehabilitation, 17(5), 318-326. Available at https://www.tandfonline.com/doi/abs/10.3109/17518423.2013.776124
Wei, P. S., & Lu, H. P. (2014). Why do people play mobile social games? An examination of network externalities and of uses and gratifications. Internet Research, 24(3), 313-331. Available at https://www.emeraldinsight.com/doi/abs/10.1108/IntR-04-2013-0082
Zhang, C., & Liu, J. (2015, March). On crowdsourced interactive live streaming: a twitch. tv-based measurement study. In Proceedings of the 25th ACM Workshop on Network and Operating Systems Support for Digital Audio and Video (pp. 55-60). ACM.
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