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  1. NTU Theses and Dissertations Repository
  2. 電機資訊學院
  3. 資訊工程學系
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/52307
完整後設資料紀錄
DC 欄位值語言
dc.contributor.advisor洪士灝(Shih-Hao Hung)
dc.contributor.authorJia-Wei Linen
dc.contributor.author林佳緯zh_TW
dc.date.accessioned2021-06-15T16:11:32Z-
dc.date.available2017-08-28
dc.date.copyright2015-08-28
dc.date.issued2015
dc.date.submitted2015-08-18
dc.identifier.citation[1] 2014 Global Games Market Webinar. http://www.slideshare.net/Newzoo/
2014-global-games-market-webinar.
[2] How Smartphone Prices Differ Across Platforms. http://www.statista.com/
chart/2586/how-smartphone-prices-differ-across-platforms/.
[3] Remote mobile virtualization.
https://en.wikipedia.org/wiki/Remote_
mobile_virtualization, 2014.
[4] Wei Cai, Victor Leung, and Min Chen. Next generation mobile cloud gaming. In Ser-
vice Oriented System Engineering (SOSE), 2013 IEEE 7th International Symposium
on, pages 551--560. IEEE, 2013.
[5] Ulrich Lampe, Ronny Hans, and Ralf Steinmetz. Will mobile cloud gaming work?
findings on latency, energy, and cost. In Proceedings of the 2013 IEEE Second Inter-
national Conference on Mobile Services. IEEE Computer Society, pages 103--104,
2013.
[6] ARM tests: Intel flops on Android compatibility. http://www.theregister.co.
uk/2014/05/02/arm_test_results_attack_intel/, 2014.
[7] x86 Android: compatibility and performance. http://www.igao7.com/news/
201406/x86.html, 2014.
[8] Min Choi and Seung-Ho Lim. x86-android performance improvement for x86 smart
mobile devices. Concurrency and Computation: Practice and Experience, 2014.
[9] Sam Ding. VMFIVE website. http://vmfive.com/.
27
[10] Wally Nguyen. mNectar website. http://www.mnectar.com/.
[11] Avi Kivity, Yaniv Kamay, Dor Laor, Uri Lublin, and Anthony Liguori. kvm: the
linux virtual machine monitor. In Proceedings of the Linux Symposium, volume 1,
pages 225--230, 2007.
[12] Angy and Arnaud. Genymotion website. https://www.genymotion.com/#!/.
[13] Google.
Android emulator.
http://developer.android.com/tools/help/
emulator.html.
[14] Wiki. Codec. https://en.wikipedia.org/wiki/Codec.
[15] Christoffer Dall and Jason Nieh. Kvm/arm: the design and implementation of the
linux arm hypervisor. ACM SIGARCH Computer Architecture News, 42(1):333--
348, 2014.
[16] Jiun-Hung Ding, Chang-Jung Lin, Ping-Hao Chang, Chieh-Hao Tsang, Wei-Chung
Hsu, and Yeh-Ching Chung. Armvisor: System virtualization for arm. In Proceed-
ings of the Ottawa Linux Symposium (OLS), pages 93--107, 2012.
[17] Aleksandar Gargenta.
Deep Dive into Android IPC/ Binder Framework at An-
droid IPC/Binder Framework at Android Builders Summit 2013. http://events.
linuxfoundation.org/images/stories/slides/abs2013_gargentas.pdf.
[18] A tool for reverse engineering Android apk files. http://ibotpeaches.github.
io/Apktool/.
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/52307-
dc.description.abstract雲端行動裝置遊戲致力於提供使用者在不同設備上直接玩行動裝置遊戲。因為手機遊戲變得熱門, 越來越多的使用者花費大量的時間與金錢在行動裝置遊
戲上以及升級行動裝置的硬體來達到遊戲的運算需求。因此, 雲端行動裝置遊戲被提出來節省使用者的硬體成本。
然而, 效能與建置行動裝置遊戲服務的成本對於提供服務的營運商是很重要的考量因素, 這兩個因素讓營運商的服務更有競爭力, 提供使用者高品質的遊
戲體驗和負擔的起的服務價格。因此我們提出混和式雲端行動裝置遊戲框架, 結合了傳統的雲端行動裝置遊戲架構並且使用動態控制的方法來降低整體的
成本與電力消耗, 同時維持優良的使用者體驗。
本論文詳細描述了混合式雲端行動裝置遊戲的設計與實作細節, 並藉由導入一些案例研究來展示其優點。實驗結果展現出本論文提出的框架能夠節省雲端
行動裝置遊戲服務的建置與管理成本。
zh_TW
dc.description.abstractCloud mobile gaming (CMG) aims to provide end users friction-less and direct play-ability of mobile games across various devices. As mobile devices become popular, more and more users spend lots of time and money in playing mobile games and updating their mobile devices to meet the increasing resource requirements of new games. With a CMG service, it is possible to save the hardware purchase for the users.
However, the performance and the cost of building a CMG service are two critical factors for the service provider to compete in the business and provide the users with good gaming experiences and affordable service. Thus, we proposed a power-efficient hybrid cloud mobile gaming (HCMG) service framework, which combines a several traditional CMG infrastructures and uses a dynamic control method to reduce the total cost and energy consumption while maintaining good user experiences.
This thesis describes the design and implementation of HCMG with case studies to evaluate the proposed framework. The results show that our framework is able to save the building and operating costs for CMG service providers.
en
dc.description.provenanceMade available in DSpace on 2021-06-15T16:11:32Z (GMT). No. of bitstreams: 1
ntu-104-R01922098-1.pdf: 928384 bytes, checksum: 00bead1e492437fa265ffd473016c992 (MD5)
Previous issue date: 2015
en
dc.description.tableofcontents口試委員申請書. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . i
Acknowledgments. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ii
摘要. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iii
Abstract. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iv
Contents. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . v
List of Figures. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . vii
List of Tables. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . viii
1 Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.1 Motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 Thesis Organization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
2 Background and Related Work 5
2.1 Cloud Mobile Gaming . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.2 Codec . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.3 ARM-based Server . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.4 QoS in CMG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
2.5 Android Framework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
3 System Design and Implementation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
3.1 Hybrid Cloud Mobile Gaming Application . . . . . . . . . . . . . . . . . 10
3.2 Hybrid Cloud Mobile Gaming (HCMG) . . . . . . . . . . . . . . . . . . 11
3.2.1 Service Dispatcher . . . . . . . . . . . . . . . . . . . . . . . . . 12
3.2.2 Input Server . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
3.2.3 Streaming Server . . . . . . . . . . . . . . . . . . . . . . . . . . 15
3.2.4 Performance Monitor . . . . . . . . . . . . . . . . . . . . . . . . 17
4 Evaluation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
4.1 Steraming Latency Analysis . . . . . . . . . . . . . . . . . . . . . . . . 19
4.2 Test Real Case - Top 100 Google Play Games . . . . . . . . . . . . . . . 22
4.3 Cost Analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
5 Conclusion and Future Work. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Bibliography. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
List of Figures
1.1 x86 Android Compatibility . . . . . . . . . . . . . . . . . . . . . . . . . 3
2.1 An example of Android IPC through application. . . . . . . . . . . . . . 8
3.1 An Overview of Hybrid Cloud Mobile Gaming . . . . . . . . . . . . . . 10
3.2 Execution Flow of Service Dispatcher . . . . . . . . . . . . . . . . . . . 12
3.3 Execution Flow of InputManager . . . . . . . . . . . . . . . . . . . . . . 14
3.4 Execution Flow of Input Server . . . . . . . . . . . . . . . . . . . . . . . 15
3.5 Execution Flow of Streaming Server . . . . . . . . . . . . . . . . . . . . 16
3.6 Profiling of encoder/decoder . . . . . . . . . . . . . . . . . . . . . . . . 17
4.1 Snapshot of using stopwatch to calculate streaming latency. . . . . . . . . 20
4.2 Time consumption for stopwatch . . . . . . . . . . . . . . . . . . . . . . 21
4.3 Stopwatch - transfer time of each frame . . . . . . . . . . . . . . . . . . 21
4.4 Angrybird - data transfer time of each frame . . . . . . . . . . . . . . . . 22
4.5 Ratio of QoS satisfied games in Top 100 Google Play . . . . . . . . . . . 23
List of Tables
3.1 Example of QoS list . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
4.1 Experimental Setup of Streaming Latency Analysis . . . . . . . . . . . . 19
4.2 Experimental Setup of Cost Analysis . . . . . . . . . . . . . . . . . . . . 24
4.3 Capability testing for x86 personal computer. . . . . . . . . . . . . . . . 24
4.4 Cost comparison between x86 personal computer and Banana Pi boards. . 25
4.5 Saved costs under multiple scales of CMG service. . . . . . . . . . . . . 25
dc.language.isoen
dc.subject節能zh_TW
dc.subject雲端行動裝置遊戲zh_TW
dc.subject高性價比雲端zh_TW
dc.subjectpower-efficienten
dc.subjectcloud mobile gamingen
dc.subjectcost-effictive clouden
dc.titleARM 為基底的高性價比雲端遊戲服務zh_TW
dc.titleCost-Effective Cloud Gaming with ARM-based Serversen
dc.typeThesis
dc.date.schoolyear103-2
dc.description.degree碩士
dc.contributor.oralexamcommittee徐慰中(Wei-Chung Hsu),廖世偉(Shih-wei Liao),鍾葉青(Yeh-Ching Chung)
dc.subject.keyword雲端行動裝置遊戲,高性價比雲端,節能,zh_TW
dc.subject.keywordcloud mobile gaming,cost-effictive cloud,power-efficient,en
dc.relation.page28
dc.rights.note有償授權
dc.date.accepted2015-08-18
dc.contributor.author-college電機資訊學院zh_TW
dc.contributor.author-dept資訊工程學研究所zh_TW
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