Service Oriented Interactive Media (SOIM) Engines Enabled by Optimized Resource Sharing

  title={Service Oriented Interactive Media (SOIM) Engines Enabled by Optimized Resource Sharing},
  author={Mahy Aly and Michael Franke and Moritz Kretz and Folker Schamel and Pieter Simoens},
  journal={2016 IEEE Symposium on Service-Oriented System Engineering (SOSE)},
In the same way as cloud computing, Software as a Service (SaaS) and Content Centric Networking (CCN) triggered a new class of software architectures fundamentally different from traditional desktop software, service oriented networking (SON) suggests a new class of media engine technologies, which we call Service Oriented Interactive Media (SOIM) engines. This includes a new approach for game engines and more generally interactive media engines for entertainment, training, educational and… 

Figures from this paper

A Distributed Game Engine for Mobile Games on the Android Platform

A variation of the standard approach for game engines architecture pushing from a monolithic architecture toward a distributed one is proposed, in which the mobile game engine becomes modular and lower the distinction between client and server side.



CGSharing: Efficient content sharing in GPU-based cloud gaming

This paper identifies that there are many redundant and duplicated contexts/workloads existing in today's cloud gaming rendering that waste a large amount of memory bandwidth and system energy and proposes novel system architecture enhancements to effectively share the contents across the game instances from different users in the cloud gaming center.

A Cloud Gaming System Based on NVIDIA GRID GPU

A concurrent server is built up based on the integration of NVIDIA GRID GPU and the open source cloud gaming platform Gaming Anywhere and the results show, the latency is reduced and the concurrency is improved in this system.

Rhizome: utilizing the public cloud to provide 3D gaming infrastructure

Rhizome takes the first step towards bridging online gaming systems and public clouds and further optimized Rhizome's thin-client configuration and its interaction modules to accomplish ultra-low latency and a low power consumption gaming experience.

Toward Gaming as a Service

The authors survey existing platforms that provide cloud gaming services and classify them into three architectural frameworks to analyze their pros and cons and identify research directions.

Remote Display Solutions for Mobile Cloud Computing

Proposed optimization techniques address the major challenges that varying wireless channel conditions, short battery lifetime, and interaction latency pose for the remote display of cloud

Cloud Gaming with Nvidia Grid Technologies

  • GDC
  • 2014