A Survey on Cloud Gaming: Future of Computer Games
Open accessAbstract
Cloud gaming is a new way to deliver high-quality gaming experience to gamers anywhere and anytime. In cloud gaming, sophisticated game software runs on powerful servers in data centers, rendered game scenes are streamed to gamers over the Internet in real time, and the gamers use light-weight software executed on heterogeneous devices to interact with the games. Due to the proliferation of high-speed networks and cloud computing, cloud gaming has attracted tremendous attentions in both the academia and industry since late 2000's. In this paper, we survey the latest cloud gaming research from different aspects, spanning over cloud gaming platforms, optimization techniques, and commercial cloud gaming services. The readers will gain the overview of cloud gaming research and get familiar with the recent developments in this area.
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Different levels of replication and management functions can be introduced in a DT system to guarantee persistency of the digital copy.
“Different approaches can be adopted to guarantee the persistency of the digital copy.In fact, different levels of replication and management functions [135] [136] [137] [138] can be introduced in a DT system, as well as different communication capabilities and related platforms functions in order to implement a resilient DT framework [139].”
From Digital Twin in the IoT Context: A Survey on Technical Features, Scenarios, and Architectural Models (2020) · cites this paper as [136]
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Digital Twin in the IoT Context: A Survey on Technical Features, Scenarios, and Architectural Models
Minerva, R., Lee, G. M., & Crespi, N. (2020) · Proceedings of the IEEE · doi:10.1109/jproc.2020.2998530 · Cited by 812 · see citing works
- Authors
- Cai, W., Shea, R., Huang, C.-Y., Chen, K.-T., Liu, J., Leung, V. C. M., & Hsu, C.-H.
- Affiliations
- University of British Columbia (CA)
- Simon Fraser University (CA)
- Institute of Information Science, Academia Sinica (TW)
- National Tsing Hua University (TW)
- ORCID
- Venue
- IEEE Access
- Published
- 2016
- Volume
- 4
- Pages
- 7605-7620
- ISSN
- 2169-3536 (ISSN-L)
- OpenAlex
- W2510227756
- Cited by
- 192
- References
- 0
- Citations by year
- 2026: 4 · 2025: 9 · 2024: 22 · 2023: 25 · 2022: 27 · 2021: 20 · 2020: 26 · 2019: 14 · 2018: 20 · 2017: 25
- FWCI
- 29.80
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Locations
- IEEE Access (publishedVersion)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Funders
- University of British Columbia through the Four Year Doctoral Fellowship
- Natural Sciences and Engineering Research Council of Canada (STPGP 447524)
- National Natural Science Foundation of China (61271182)
- Ministry of Science and Technology of Taiwan (102-2221-E-007-062-MY3, 103-2221-E-009-230-MY2, 104-2221-E-009-200-MY3, 103-2221-E-001-023-MY2)
- NSERC E.W.R. Steacie Memorial Fellowship
- NSERC Strategic Project Grant
- Discovery Grant
- Topics
- Physical Sciences › Computer Science › Hardware and Architecture › Cloud Computing and Remote Desktop Technologies
- Physical Sciences › Computer Science › Information Systems › Cloud Computing and Resource Management
- Physical Sciences › Engineering › Mechanical Engineering › Teleoperation and Haptic Systems
- Keywords
- cloud gaming, game streaming, game rendering, heterogeneous devices, cloud computing
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