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A real-time streaming games-on-demand system
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Source ACM International Conference Proceeding Series; Vol. 349 archive
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts table of contents
Athens, Greece
SESSION: Digital entertainment through games table of contents
Pages 51-56  
Year of Publication: 2008
ISBN:978-1-60558-248-1
Authors
Theofilos Karachristos  Intralot S.A., Athens, Greece
Dimitrios Apostolatos  Intracom S.A. Telecom Solutions, Peania, Athens, Greece
Dimitrios Metafas  Athens Information Technology (AIT), Peania, Athens, Greece
Sponsor
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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ABSTRACT

The present paper introduces a new notion of a Games-on-Demand service. Each game is executed on a game server situated in the vendor's premises and the game's visual output is streamed to the subscriber's client in real time via any broadband network, preferably a DSLAM. Correspondingly, the subscriber's response is streamed back to the game server and fed into the game's process, in order to produce the game's new state. Since no gaming data are installed or saved on the subscriber's client, there is no need for the subscriber to acquire and frequently upgrade a powerful machine. Also, the subscribers have the freedom to use the operating system of their choice, regardless of the game they want to play. Moreover, the service can be provided even to users with little or zero basic computer knowledge.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Theofilos Karachristos: colleagues
Dimitrios Apostolatos: colleagues
Dimitrios Metafas: colleagues