Data di Pubblicazione:
2017
Citazione:
Network traffic analysis of the steam game system / A. Bujari, G. Quadrio, C.E. Palazzi, D. Ronzani, D. Maggiorini, L.A. Ripamonti - In: Consumer Communications & Networking Conference (CCNC), 2017 14th IEEE Annual[s.l] : IEEE, 2017. - ISBN 9781509061969. - pp. 716-719 (( Intervento presentato al 14. convegno CCNC tenutosi a Las Vegas nel 2017 [10.1109/CCNC.2017.7983221].
Abstract:
One of the most profitable and emerging high-tech markets is the one that involves games for PC and consoles; a market that is growing year by year and that is rapidly evolving. Several big game corporations are implementing now the remote video streaming through the domestic network between two devices; a feature that regards not only PCs but also consoles. This paper investigates one of the main services of this type, the Steam In-Home Streaming, to analyze the generated network traffic when considering different types of game. Gathered data can help to understand whether this type of service can actually be supported by today's regular Internet connections.
Tipologia IRIS:
03 - Contributo in volume
Keywords:
Network; Online game; Steam In-Home Streaming; Computer Networks and Communications; Computer Science Applications1707 Computer Vision and Pattern Recognition; Hardware and Architecture; Communication
Elenco autori:
A. Bujari, G. Quadrio, C.E. Palazzi, D. Ronzani, D. Maggiorini, L.A. Ripamonti
Link alla scheda completa:
Titolo del libro:
Consumer Communications & Networking Conference (CCNC), 2017 14th IEEE Annual