Controlling the transfer of Kinect data to a cloud-hosted games platform

O'Connor, Cathal and Davy, Alan and Jennings, Brendan (2013) Controlling the transfer of Kinect data to a cloud-hosted games platform. In: Proceeding of the 23rd ACM Workshop on Network and Operating Systems Support for Digital Audio and Video, NOSSDAV 2013 :. Proceedings of the International Workshop on Network and Operating System Support for Digital Audio and Video . UNSPECIFIED, NOR, pp. 55-60. ISBN 9781450318921

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Increases in broadband access bandwidth in recent years have meant that it has become viable to offer games as cloud-hosted applications. This is attractive for many games users as they are not required to own relatively expensive games consoles. Whilst most cloud hosted games rely on traditional game controller inputs, it is likely that in the near future that: 1) they will seek to support controller-free sensed inputs such as those gathered by Microsoft's Kinect; and 2) games will require continuously updated images of the gamer(s) for inclusion in the game itself. In this paper we investigate the use of the Kinect as an input device for cloud-hosted games. We propose a protocol that allows a game server request specific information from the game and specify a simple image segmentation algorithm that can be applied at the client to decrease the volume of data that needs to be transferred to the server. Our implementation shows that the use of this protocol should make it feasible to support the use of Kinect for this purpose on typical consumer broadband access band-widths.

Item Type: Book Section
Uncontrolled Keywords: /dk/atira/pure/subjectarea/asjc/1700/1712
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Depositing User: Admin SSL
Date Deposited: 19 Oct 2022 23:15
Last Modified: 07 Jun 2023 18:38

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