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REFERÊNCIAS

  1. W. Cai, M. Chen, and V. C. M. Leung, “Toward gaming as a service,” IEEE Internet Comput., vol. 18, no. 3, pp. 12–18, Maio/Jun. 2014.

  2. Lucas Bento, “Trabalho de web I”, disponível em: http://www.geocities.ws/luksdosgames/textos.html [Consult. 05/12/2019]

  3.  W. Cai, R. Shea, C. Y. Hung, "A Survey on Cloud Gaming: Future of Computer Games", IEEE Access, vol. 4, pp. 7605-7620, 2016.

  4. S. Chuah, C. Yuen, and N. Cheung. Cloud gaming: A green solution to massive multiplayer online games. IEEE Wireless Communications, 21(4):78-87, August 2014.

  5. Ryan Shea , Jiangchuan Liu , Edith C.-H. Ngai , Yong Cui, “Cloud Gaming: Architecture and Performance”  IEEE Network , vol. 27 , Issue 4 , Julho-Agosto 2013, pp. 16-21.

  6. José Ruela, “Arquitecturas Multimédia”, Apontamentos de aula 2002/03, FEUP/DEEC/RBL. Disponível em: https://web.fe.up.pt/~jruela/Apontamentos/Arq_IETF.pdf [Consult. em 10/11/2019].

  7. R. Domanico, M. Suarez, L. Wang,” Adaptive Bitrate Streaming in Cloud Gaming”, Dissertação para obtenção de grau, Faculty of Worcester Polytechnic Institute, Março 2017. Disponível em: http://web.cs.wpi.edu/~claypool/mqp/ga-adaptive/paper.pdf  

  8. PUC-Rio, “Introdução à História dos Jogos Eletrónicos”, Disponível em: https://www.maxwell.vrac.puc-rio.br/8600/8600_3.PDF

  9. Wikipedia, “OnLive”. Disponível em: https://en.wikipedia.org/wiki/OnLive

  10. Wikipedia, “Cloud Gaming” Disponível em: https://en.wikipedia.org/wiki/Cloud_gaming#History

  11. C.-Y. Huang, K.-T. Chen, D.-Y. Chen, H.-J. Hsu, e C.-H. Hsu, ‘‘GamingAnywhere: The first open source cloud gaming system,’’ ACM Trans. Multimedia Comput., Commun., Appl., vol. 10, no. 1s, pp. 10:1–10:25, Jan. 2014.

  12. F. Pereira, “MULTI-APPLICATION VIDEO CODING: TARGETING HD RESOLUTION”, Slides de aula de Comunicação Áudio e Vídeo 2019/2020, Instituto Superior Técnico. Disponível em: http://amalia.img.lx.it.pt/~fp/cav/ano2019_2020/Slides%202019-2020/CAV_7_Digital_TV_2nd_Generation_2019_2020%20Web.pdf [Consult. 25/11/2019]

  13. W. Cai, V. Leung, and L. Hu, ‘‘A cloudlet-assisted multiplayer cloud gaming system,’’ Mobile Netw. Appl., vol. 19, no. 2, pp. 144–152, Nov. 2013.

  14. António Rodrigues, “p264: Open Platform for Designing Parallel H.264/AVC Video Encoders on Multi-Core Systems”, IST/INESC-ID.

  15. Bruno Alexandre de Medeiros, “Video coding on multicore graphics processors (GPUs)”, Dissertação de Mestrado, Instituto Superior Técnico, Novembro de 2012.

  16. M. F. Aboalmaaly, A. N. Naeem, H. A. Albaroodi, S. Ramadass,” Parallel H.264/AVC Encoder: a Survey”, International Journal of Advancements in Computing Technology(IJACT), Volume5, Number9, May 2013, pp. 334-341

  17. P. Fechteler and P. Eisert, "Depth map enhanced macroblock partitioning for H.264 video coding of computer graphics content," in Image Processing (ICIP), 2009 16th IEEE International Conference on, November 2009, pp. 3441-3444.

  18. Kuan-Ta Chen, “GamingAnywhere Control Protocol”,  2013 Dsponível em: https://github.com/chunying/gaminganywhere/blob/master/docs/CONTROL

  19. S. Meltzer and G. Moser, “MPEG-4 HE-AAc v2 - audio coding for today’s media world”, EBU TECHNICAL REVIEW – Janeiro 2006 Disponível em: https://tech.ebu.ch/docs/techreview/trev_305-moser.pdf

  20. M. Semsarzadeh, A. Yassine, S. Shirmohammadi, "Video encoding acceleration in cloud gaming", IEEE Trans. Circuits Syst. Video Technol., vol. 25, no. 12, pp. 1975-1987, Dezembro 2015.

  21. Kyoung Ill Kim, Su Young Bae, Dong Chun Lee, Chang Sik Cho, Hun Joo Lee, e Kyu Chul Lee, “Cloud-Based Gaming Service Platform SupportingMultiple Devices,” ETRI Journal, Volume 35, Number 6, Dezembro 2013, pp. 960-968.

  22. Technavio blog, “Top 10 Most Popular Game Genres in the World 2018”, Setembro 2018. Disponível em: https://blog.technavio.com/blog/top-10-most-popular-game-genres.

  23. René Weber, Katharina-Maria Behr, Cynthia DeMartino, “Measuring Interactivity in Video Games”, University of  California Santa Barbara. Disponível em: https://pdfs.semanticscholar.org/2833/f75f1dfe7ec1a37f2cf017aa48c92677eed9.pdf

  24.  Global Market Insights, Inc., “Cloud Gaming Market to cross $8 billion by 2025”, RCR wireless News, Outubro 2019. Disponível em: https://www.rcrwireless.com/20191020/opinion/readerforum/cloud-gaming-market-reader-forum

  25. J. Jones. (1991, May 10). Networks (2nd ed.) [Online]. Available: https://www.theverge.com/2019/6/13/18677905/e3-2019-xbox-ubisoft-square-enix-google-stadia-phil-spencer

  26. Wikipedia, “PlaystationNOW”. Disponível em: https://en.wikipedia.org/wiki/PlayStation_Now

  27. Jacob Roach, “The Best Cloud Gaming Services of 2019: Wave of the future”, Cloudwards, Outubro 2019. Disponível em: https://www.cloudwards.net/top-five-cloud-services-for-gamers/

  28. Osborne Clarke, “The legal challenges of cloud gaming, the new trend in the gaming sector”, Jul. 2019. Disponível em: https://www.osborneclarke.com/insights/legal-challenges-cloud-gaming-new-trend-gaming-sector/

  29. Cristian_25h,”Nvidia Grid image”. Oct. 2013. Disponível em: https://www.techpowerup.com/193417/nvidia-grid-technology-to-power-playcast-cloud-gaming-solution

  30. Citi GPS: Global Perspectives & Solutions, “VIDEO GAMES: CLOUD INVADERS”, Junho 2019, disponível em: https://de.citifirst.com/DE/downloads/dc8af12e-25ae-4c96-bc45-1df182afb096/Citi_GPS_Video_Gaming_Cloud.pdf

Referências: Sobre
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