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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
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dc.contributor.advisor | 孫雅麗(Yea-Li Sun) | |
dc.contributor.author | Shou-Chien Kuo | en |
dc.contributor.author | 郭守堅 | zh_TW |
dc.date.accessioned | 2021-06-15T13:59:13Z | - |
dc.date.available | 2018-08-25 | |
dc.date.copyright | 2015-08-25 | |
dc.date.issued | 2015 | |
dc.date.submitted | 2015-08-20 | |
dc.identifier.citation | 1.Chun-Ying Huang, Cheng-Hsin Hsu, Yu-Chun Chang, and Kuan-Ta Chen “ Gaming Anywhere” An Open Cloud Gaming System”
2.Ryan Shea and Jiangchuan Liu, “ Cloud Gaming Architecture and Performance” 3.Seong-Ping Chuah, Chau Yuen, and Ngai-Man Cheung “Cloud Gaming: A Green Solution To Massive Multiplayer online Games” 4.何錦泉 “遊戲雲端支商樣模式-以Onlive,Gaikai即G-cluster為例” 5.VGI (Video Games Intelegence) “Cloud Gaming Market Overview 2012” 6.Cloud Gaming “ Cloud Gaming Report 2012” http://www.cgconfusa.com/report/ “ 7.IDATE Research “Cloud Gaming-What will change for the video gaming industry” Ref M12218-July 2012 8.Intel white paper “Utilizing Intel Turbo Boost Tichnology for Managing Dynamic Change in Transcode Requirements on Intel Quick Sync Video-Enable Transcoding Servers. 9.Newzoo “Global Games Market Report 2014 10.Bhoan Anand, Aw Jia Hao Edwin ”gamelets-Multiplayer Mobile Games with Distrubuted Micro-Cloud” 11.Mr. Milo Yip (mcmilo@polyu.edu.hk) “Middleware in Game Development” 12.Wei Cai, Victor C.M Leung and Min Chen “Next Generation Mobile Cloud Gaming” 13.Kelvin Leung, Talhah Asharaf, Xiang Liu “ Onlive Clouid Gaming Service” 14.Nvidia “GPU Technology Conference” https://developer.nvidia.com/grid-app-game-streaming 15.Prof. Victor C.M. Leung “ Gaming as a Service” www.ece.ubc.ca/~vleung 16.Franck Diard, ph.D, GDC 2014 present file “Cloud Gaming with Nvidia GRID Technolgies” 17.ESA report “Essential facts-about the computer and video game industry” www.theESA.com 18.Gwendal Simon “ Cloud Gamng Status and perspectives” | |
dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/51951 | - |
dc.description.abstract | 經過多年市場的起起伏伏,雲端遊戲(cloud gaming)再度受到矚目,主要歸功於雲端產業的生態系統漸漸完整。Sony,Square Enix和Nvidia分別在2014年推出PlayStation Now,DIVE IN,以及Grid服務。
本論文主要是從一個傳統的台灣硬體代工廠商的角度探討這個產業所需要的核心技術,以及雲端遊戲服務商商業模式和產業鏈的優劣。試著從這些盤點,找出一條台灣硬體ODM廠商可以切入的方向。 即時數位串流的中介軟體,及GPU虛擬化是雲端遊戲最重要的技術也是台灣ODM場最欠缺的一環。本文嘗試探討與市場上技術領先的廠商合作或者採用開放軟體來提升自己的能力的可能性,讓一個硬體的代工廠商可以整合成一個完整解決方案(turnkey solution)的業者 最後試著提出可能的商業模式從提供雲端遊戲硬體為基礎,嘗試與區域的電信業者或數位內容業者合作,提出雲端遊戲完整解決方案。 | zh_TW |
dc.description.abstract | Cloud gaming is getting popular because cloud gaming ecosystem is more and more mature. Sony promoted his PlayStationNow service via Gaika technology in 2014. Square Enix and nividia also provided their Dive IN and GRID service in the same year.
This thesis tried to evaluate the cloud gaming’s core technology, supplier chain and business model from Taiwan ODM based hardware corporate point of view. Then study if any chance Taiwan ODM could step in this market. Real time video streaming middleware and GPU virtualization is the key technology in cloud gaming industry which is also the weakness of Taiwan ODM corporate. How to partner with industial leader or leverage open source to enhance video steaming middleware capability, then build up cloud gaming turnkey solution to customer is also evaluated in this thesis. Lastly, try to provide B2B business model with clould gaming turnkey solution for telecom and content service provider to create win-win situation. | en |
dc.description.provenance | Made available in DSpace on 2021-06-15T13:59:13Z (GMT). No. of bitstreams: 1 ntu-104-P99747010-1.pdf: 4932243 bytes, checksum: cecb129a9ce3608f25c773b7939fa56b (MD5) Previous issue date: 2015 | en |
dc.description.tableofcontents | 口試委員審定書 ii
誌謝 iii 中文摘要 iv 英文摘要 v 目 錄 vi 圖目錄 viii 表目錄 ix 第一章 緒 論 1 第一節、研究背景 1 第二節、研究目的 2 第三節、研究對象 3 第四節、研究方法 4 第二章 文獻探討 5 第一節、遊戲產業概述 5 第二節、雲端遊戲 11 第三章 個案研究 21 第一節、OnLive 21 第二節、Sony/Gaikai 25 第三節、G-Cluster Global 31 第四節、Nvidia 35 第四章 分析與整合 41 第一節、現有雲端遊戲服務商用模式比較 41 第二節、現有雲端遊戲服務核心技術盤點 43 第三節、台灣伺服器ODM廠商技術盤點和機會 46 第五章 結論與建議 50 第一節、結論 50 第二節、建議及未來研究方向 53 第六章 參考文獻 55 參考文獻 55 | |
dc.language.iso | zh-TW | |
dc.title | 一個硬體代工廠商如何轉型成雲端服務導向的企業:
雲端遊戲服務個案研究 | zh_TW |
dc.title | How ODM Hardware Based Corporate Make Transition to Soft-as-a-Service Based Company: Cloud Gaming Market Case Study | en |
dc.type | Thesis | |
dc.date.schoolyear | 103-2 | |
dc.description.degree | 碩士 | |
dc.contributor.oralexamcommittee | 翁崇雄(Chorng-Shyong Ong),王大為(Da-Wei Wang),陳昇瑋(Sheng-Wei Chen) | |
dc.subject.keyword | 雲端運算,雲端遊戲,即時數位串流,影音編碼解碼,中介軟體,頻寬,延遲,虛擬化,開放軟體,商用模式,產業鏈,價值鏈,完整解決方案, | zh_TW |
dc.subject.keyword | Cloud Comptuing,Cloud Game,Realtime Video Streaming,Codec,Midlleware,Bandwidth,Latency,Virtualization,Open Source,Business Model,Supplier chian,Value Chian,Turnkey Solution, | en |
dc.relation.page | 56 | |
dc.rights.note | 有償授權 | |
dc.date.accepted | 2015-08-20 | |
dc.contributor.author-college | 管理學院 | zh_TW |
dc.contributor.author-dept | 高階公共管理組 | zh_TW |
顯示於系所單位: | 高階公共管理組 |
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