Mark Claypool’s MQP Projects Network Games Streaming Media.

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Presentation transcript:

Mark Claypool’s MQP Projects Network Games Streaming Media

Latency and Games Latency affects how players experience online gameplay Latency compensation techniques to mitigate latency  how effective? Goal: Test effects of latency on gameplay Methodology: – build/mod game – design game maps – run user studies – analyze data MQP Projects2

Games on Thin Clients Server streams game to lightweight (“thin”) client – Mobile phone, PDA, Sony PSP (remote play) – OnLive, GaiKai (Sony PS4) What is the network turbulence? Best way to use bandwidth with low latency? Goal: Measure thin client performance for games, propose improvements, implement and evaluate Methodology: – Determine “streaming” game environment – Performance evaluation of thin clients (Onlive, Sony, RDP, X, VNC …) – Run experiments – Feedback to drive innovation MQP Projects3 Co-advisor: Prof. Finkel

HTTP Streaming Tracker Video streaming is becoming HTTP streaming – YouTube over HTTP ~15% of the Internet's global traffic – Apple HTTP Live Streaming (HLS) – Microsoft Silverlight Smooth Streaming Performance of commercial HTTP streaming video? – Largely unknown, but important to design better networks Build tool and run experiments! – Done a Media Tracker and Real Tracker, now HTTP Streaming Tracker Methodology: – Understand media players (e.g. YouTube API, Javascript) – Write wrapper to control/instrument application – Run experiments to evaluate performance MQP Projects4

Mobile Network Measurements New networks deployed promising greatness versus Actual performance largely marketing – What does computer science say about performance? Goal: Measure performance for existing 4G network through experiments Methodology: – Setup end host (network card) – Develop measurement software (e.g. bandwidth estimation) – Design experiments (location, parameters) – Run and analyze  apply to applications MQP Projects5 Co-advisor: Prof. Kinicki

Video Buffer Sizing Client side buffer critical for streaming video – Avoid dreaded “rebuffering” But how is buffer size chosen? – Unknown! But evidence suggests poor (e.g. fixed size) We have: method to determine optimal buffer size – Includes heuristic to approximate optimal Goal: Measure existing buffering, compare to optimal Methodology: – Setup testbed – Design and Run experiments – Analyze data MQP Projects6 Server WPI

Streaming Media in the Home Many options to stream media in the home – PCs (Orb) – Game consoles (Sony PS3, Xbox 360) – Slingbox, LocationFree, Apple TV Much of it now wireless (802.11), which affects performance – Loss rate, signal strength, other clients… – Determines “best” streaming rate for video Goal: characterize performance (network and application) for home streaming devices Methodology: – Setup laboratory (hardware, software) – Design experimental parameters – Measure and analyze data – Propose and build better streaming devices

Questions?