Reduction of Presentation Latency in Thin-Client of Cloud System


KIPS Transactions on Computer and Communication Systems, Vol. 2, No. 4, pp. 163-176, Apr. 2013
10.3745/KTCCS.2013.2.4.163,   PDF Download:

Abstract

Cloud-based streaming game service has numerous merits, but it may suffer from presentation latency in a thin-client. It is an important issue especially for game service which needs instantaneous response to user inputs. This research proposes the methods for reducing the presentation latency between the server unit and the thin-client unit. The approaches proposed to be employed with server unit include the source/sync video format equalization, encoding format configuration according to the media type, and the S/W implementation for transmitting clock periodically. The methods for the thin-client unit include the decreasing the number of instructions, use of light encryption algorithm, and improvement on 11/W decoding. The proposed schemes are tested with a commercialized streaming service platform, which reveals the reduction of presentation latency as large as a few hundred milliseconds and reaches the acceptable level (about 100 milliseconds).


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Cite this article
[IEEE Style]
S. S. Kang, H. Ko and H. Y. Yoon, "Reduction of Presentation Latency in Thin-Client of Cloud System," KIPS Transactions on Computer and Communication Systems, vol. 2, no. 4, pp. 163-176, 2013. DOI: 10.3745/KTCCS.2013.2.4.163.

[ACM Style]
Seung Soo Kang, Hyun Ko, and Hee Yong Yoon. 2013. Reduction of Presentation Latency in Thin-Client of Cloud System. KIPS Transactions on Computer and Communication Systems, 2, 4, (2013), 163-176. DOI: 10.3745/KTCCS.2013.2.4.163.