Wei Cai, Ryan Shea,
Chun-Ying Huang,
Kuan-Ta Chen,
Cheng-Hsin Hsu,
Jiangchuan Liu, and Victor C. M. Leung
Department of Electrical and Computer Engineering, University of British Columbia, Canada
School of Computing Science, Simon Fraser University, Canada
Department of Computer Science and Engineering, National Taiwan Ocean University, Taiwan
Institute of Information Science, Academia Sinica, Taiwan
Department of Computer Science, National Tsing Hua University, Taiwan
[1]
"OnLive web page," January 2015,
http://www.onlive.com/.
[2]
"GaiKai web page," January 2015,
http://www.gaikai.com/.
[3]
"Ubitus web page," January 2015,
http://www.ubitus.net.
[4]
"Cloud gaming adoption is accelerating ... and fast!" July 2012,
http://www.nttcom.tv/2012/07/09/cloud-gaming-adoption-is-acceleratingand-fast/.
[5]
"Cloud gaming to reach inflection point in 2015," November 2014,
http://tinyurl.com/p3z9hs2.
[6]
M. Claypool and K. Claypool, "Latency and Player Actions in Online Games,"
Communications of the ACM, vol. 49, no. 11, pp. 40-45, Nov. 2006.