Åbo Akademi University
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1 document by Åbo Akademi University in the Game Industry Library, the newest “Content Scheduling in Multimedia Interactive Mobile Games” (2009).
Documents
Whitepaper15 pages
Content Scheduling in Multimedia Interactive Mobile Games
The paper by M. Mohsin Saleemi, Kristian Nybom, Jerker Björkqvist and Johan Lilius of Åbo Akademi University, Finland, studies how to schedule multimedia content sent over a DVB-H broadcast channel combined with a point-to-point 3G or GPRS channel in a location-based interactive mobile game called Åbot.
- In the simulation with 10 players and 10 locations at 200 Kb per location, all deadlines were met while using 175 Kbps of the 384 Kbps channel.
- Increasing players by 50 percent, from 10 to 15, raised bandwidth utilization from 175 Kbps to 300 Kbps, about 75 percent, so utilization did not grow linearly with player count.
- With 300 Kb of data per location, deadlines began to be missed because server position updates consumed the remaining bandwidth, and increasing the threshold value allowed all deadlines to be met for 10 players.
Åbo Akademi UniversityDec 2009
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