{"title":"基于qos的游戏按需服务实验","authors":"J. Laulajainen, T. Sutinen, Sari Järvinen","doi":"10.1109/AINA.2006.175","DOIUrl":null,"url":null,"abstract":"This paper presents experiments with an adaptation architecture for a novel client-server based broadband gaming solution, a gaming-on-demand service. The adaptation solution was implemented to an experimental gaming-on-demand setup to evaluate its advantages by measuring adaptation performance under emulated real world network conditions. The obtained results show that the gaming-on-demand service performance is improved significantly when the adaptation solution is used","PeriodicalId":185969,"journal":{"name":"20th International Conference on Advanced Information Networking and Applications - Volume 1 (AINA'06)","volume":"126 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2006-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"12","resultStr":"{\"title\":\"Experiments with QoS-Aware Gaming-on-Demand Service\",\"authors\":\"J. Laulajainen, T. Sutinen, Sari Järvinen\",\"doi\":\"10.1109/AINA.2006.175\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper presents experiments with an adaptation architecture for a novel client-server based broadband gaming solution, a gaming-on-demand service. The adaptation solution was implemented to an experimental gaming-on-demand setup to evaluate its advantages by measuring adaptation performance under emulated real world network conditions. The obtained results show that the gaming-on-demand service performance is improved significantly when the adaptation solution is used\",\"PeriodicalId\":185969,\"journal\":{\"name\":\"20th International Conference on Advanced Information Networking and Applications - Volume 1 (AINA'06)\",\"volume\":\"126 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2006-04-18\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"12\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"20th International Conference on Advanced Information Networking and Applications - Volume 1 (AINA'06)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/AINA.2006.175\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"20th International Conference on Advanced Information Networking and Applications - Volume 1 (AINA'06)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/AINA.2006.175","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Experiments with QoS-Aware Gaming-on-Demand Service
This paper presents experiments with an adaptation architecture for a novel client-server based broadband gaming solution, a gaming-on-demand service. The adaptation solution was implemented to an experimental gaming-on-demand setup to evaluate its advantages by measuring adaptation performance under emulated real world network conditions. The obtained results show that the gaming-on-demand service performance is improved significantly when the adaptation solution is used