The future of distributed gaming : technical advantages and user-centred design

M. Martins, L. Silva, F. Milagaia, H.H. Nap, B.J. Gajadhar, W. Oosting, A. Jurgelionis, F. Beliotti, A. Gloria, de, R. Carmichael, J. Freeman, H. David

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Abstract

There is a potential demand for networked interactive media solutions that enable the rendering of PC games on set-top boxes, PDAs or low-cost CE devices. The ames@Large (G@L) project has been developing such a solution that would enable pervasive accessibility of interactive media from low-end devices. This paper describes the G@L framework and presents an experiment comparing user experience of G@L 3D-grahics streaming with a state-of-the-art video streaming solution. Subjects played three games using either G@L or StreamMyGame and self-reports of the acceptability of game graphics were compared. Depending on the game, the image quality of the G@L 3D-streaming protocol was perceived as being as good as or significantly better than state-of-the-art video streaming. Future studies will further explore the advantages and possible limitations of the G@L system with a wider range of games and users.
Original languageEnglish
Title of host publicationProceedings of Videojogos 2009 (Aveiro, Portugal, 26-27 November 2009)
Place of PublicationAveiro
Pages1-10
Number of pages10
Publication statusPublished - 2010
Eventconference; Videojogos 2009; 2009-11-26; 2009-11-27 -
Duration: 26 Nov 200927 Nov 2009

Conference

Conferenceconference; Videojogos 2009; 2009-11-26; 2009-11-27
Period26/11/0927/11/09
OtherVideojogos 2009

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