Gwendal Simon received his Master Degree in Computer Science in 2000 from Univ. Rennes and his PhD degree in Computer Science in December 2004 after three years at both Orange Labs and INRIA. During his PhD, he has conceived and developed a distributed shared virtual world, which has received a worldwide attention, including innovation prize, and has turned out to be a start-up. From 2004 to 2006 he was a researcher at Orange Labs, where he worked on spontaneous networks and social media innovations. Since 2006, he has been Associate Professor at Telecom Bretagne, a graduate engineering school within the Institut Telecom. He has been a visiting researcher at University of Waterloo from September 2011 to September 2012. His research interests include large-scale distributed networks, multimedia applications, optimization problems and video delivery systems.
The Brewing Storm in Cloud Gaming: A Measurement Study on Cloud to End-User Latency
On-demand gaming (also known as cloud gaming), has the potential to radically change the multi-billion dollar video game industry. Yet, we demonstrated through a large-scale measurement study that the current cloud computing infrastructure is unable to meet the strict latency requirements necessary for acceptable game play for many end-users, thus limiting the number of potential users for an on-demand gaming service. We further investigate the impact of augmenting the current cloud infrastructure with servers located near the end-users, such as those found in content distribution networks, and show that the user coverage significantly increases even with the addition of only a small number of servers.