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GameOD: an internet based game-on-demand framework

Published: 10 November 2004 Publication History

Abstract

Multiplayer online 3D games are becoming very popular in recent years. However, existing games require the complete game content to be installed prior to game playing. Since the content is usually large in size, it may be difficult to run these games on a PDA or other handheld devices. It also pushes game companies to distribute their games as CDROMs/DVDROMs rather than online downloading. On the other hand, due to network latency, players may perceive discrepant status of some dynamic game objects. In this paper, we present a game-on-demand (GameOD) framework to distribute game content progressively in an on-demand manner. It allows critical contents to be available at the players' machines in a timely fashion. We present a simple distributed synchronization method to allow concurrent players to synchronize their perceived game status. Finally, we show some performance results of the proposed framework.

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cover image ACM Conferences
VRST '04: Proceedings of the ACM symposium on Virtual reality software and technology
November 2004
226 pages
ISBN:1581139071
DOI:10.1145/1077534
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 10 November 2004

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Author Tags

  1. distributed synchronization
  2. distributed virtual environments
  3. multiplayer online games
  4. on-demand replication

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Overall Acceptance Rate 66 of 254 submissions, 26%

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  • (2022)An Introduction to Online Video Game QoS and QoE Influencing FactorsIEEE Communications Surveys & Tutorials10.1109/COMST.2022.317725124:3(1894-1925)Online publication date: Nov-2023
  • (2016)Web3D Online Virtual Education Platform for Touring Huangyangjie Battlefield Scenario Over InternetE-Learning and Games10.1007/978-3-319-40259-8_6(63-76)Online publication date: 4-Jun-2016
  • (2015)Efficient 3-D Scene Prefetching From Learning User Access PatternsIEEE Transactions on Multimedia10.1109/TMM.2015.243081717:7(1081-1095)Online publication date: Jul-2015
  • (2011)Game-on-demand:ACM Transactions on Multimedia Computing, Communications, and Applications10.1145/2000486.20004937:3(1-22)Online publication date: 2-Sep-2011
  • (2010)Salient Region of Textured 3D ModelProceedings of the 2010 18th Pacific Conference on Computer Graphics and Applications10.1109/PacificGraphics.2010.18(78-84)Online publication date: 25-Sep-2010
  • (2009)An incremental SMLAOI algorithm for progressive downloading large scale WebVR scenesProceedings of the 14th International Conference on 3D Web Technology10.1145/1559764.1559773(55-60)Online publication date: 16-Jun-2009
  • (2009)M-GRASPIEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans10.1109/TSMCA.2009.202502439:6(1214-1223)Online publication date: 1-Nov-2009
  • (2009)EMPProceedings of the 2009 First IEEE International Conference on Information Science and Engineering10.1109/ICISE.2009.544(1733-1736)Online publication date: 26-Dec-2009
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