Emerging Technologies and Applications for Cloud-Based Gaming

Emerging Technologies and Applications for Cloud-Based Gaming

Indexed In: SCOPUS
Release Date: July, 2016|Copyright: © 2017 |Pages: 314
DOI: 10.4018/978-1-5225-0546-4
ISBN13: 9781522505464|ISBN10: 1522505466|EISBN13: 9781522505471
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Description & Coverage
Description:

Online gaming is widely popular and gaining more user attention every day. Computer game industries have made considerable growth in terms of design and development, but the scarcity of hardware resources at player or client side is a major pitfall for the latest high-end multimedia games. Cloud gaming is one proposed solution, allowing the end-user to play games using a variety of platforms with less demanding hardware requirements.

Emerging Technologies and Applications for Cloud-Based Gaming explores the opportunities for the gaming industry through the integration of cloud computing. Focusing on design methodologies, fundamental architectures, and the end-user experience, this publication is an essential reference source for IT specialists, game developers, researchers, and graduate-level students.

Coverage:

The many academic areas covered in this publication include, but are not limited to:

  • Cloud Storage
  • Data Sharing
  • Gaming Services
  • Multi-Player Cloud Games
  • Quality of Service
  • Virtual Reality
Reviews & Statements

International contributors in computer science, information technology, data science, software engineering, and cloud and grid computing reveal the latest research, development, practice, and applications in cloud-based gaming. The book begins with a survey of strategies, trends, economics, and prospects of cloud-based gaming. Subsequent chapters offer material on adaptable online games on clouds, cloud gaming architectures, and on-demand cloud-based gaming storage. Other subjects are mixed augmented reality systems, efficient access control for multi-player cloud games, and the need for an aggregation cryptosystem for data sharing in cloud computing. The book’s final chapter deals with uses of cloud gaming in health care, education, and entertainment services. B&w diagrams and images are included.

– ProtoView Reviews
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Editor/Author Biographies
P. Venkata Krishna received his B.Tech in Electronics and Communication from SV University, Tirupathi and M.Tech in Computer Science and Engineering from NIT, Calicut and PhD from VIT University. He is currently Professor in the Department of Computer Science at Sri Padmavathi Mahila Visvavidyalayam, University, Tirupati, AP, India. His research interests include High Performance Computing, Cloud Computing and Wireless and Mobile Computing.
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