A Server-Assisted Approach for Mobile-Phone Games

  • Ivica Arsov
  • Marius Preda
  • Françoise Preteux
Part of the Lecture Notes in Computer Science book series (LNCS, volume 5960)


While the processing power of mobile devices is continuously increasing, the network bandwidth is getting larger and the latency is going down, the heterogeneity of terminals with respect to operating systems, hardware and software makes it impossible to massively deploy mobile games. We propose a novel architecture consisting of (1) maintaining on the terminal only standardized operations (2) using a remote server for the game’s logic and (3) updating the local scene by using compact commands. By identifying the game tasks that should remain local, we first analyze the performances of MPEG-4 3D graphics standard. We implemented an MPEG-4 player able to decode and visualize 3D and extended it for handling game content. We propose a client-server architecture and a communication protocol that ensure similar user experience while using a standard player - expected to be available on mobile devices in the near future.


3D graphics mobile games multimedia standard client-server architecture 


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Jurgelionis, A., Fechteler, P., Eisert, P., Bellotti, F., David, H., Laulajainen, J.P., Carmichael, R., Poulopoulos, V., Laikari, A., Perälä, P., Gloria, A.D., Bouras, C.: Platform for distributed 3D gaming. Int. J. Comput. Games Technol. 2009, 1–15 (2009)CrossRefGoogle Scholar
  2. 2.
    Humphreys, G., Houston, M., Ng, R., Frank, R., Ahern, S., Kirchner, P.D., Klosowski, J.T.: Chromium: a stream-processing framework for interactive rendering on clusters. In: ACM SIGGRAPH ASIA 2008 courses, pp. 1–10. ACM, Singapore (2008)CrossRefGoogle Scholar
  3. 3.
    ISO/IEC JTC1/SC29/WG11, a.k.a. MPEG (Moving Picture Experts Group): Standard 14496 1, a.k.a. MPEG 4 Part 1: Systems, ISO (1999)Google Scholar
  4. 4.
    Cesar, P., Vuorimaa, P., Vierinen, J.: A graphics architecture for high-end interactive television terminals. ACM Trans. Multimedia Comput. Commun. Appl. 2, 343–357 (2006)CrossRefGoogle Scholar
  5. 5.
    Shin, J., Suh, D.Y., Jeong, Y., Park, S., Bae, B., Ahn, C.: Demonstration of Bidirectional Services Using MPEG-4 BIFS in Terrestrial DMB Systems. ETRI Journal 28, 583–592 (2006)CrossRefGoogle Scholar
  6. 6.
    Hosseini, M., Georganas, N.D.: MPEG-4 BIFS streaming of large virtual environments and their animation on the web. In: Proceedings of the seventh international conference on 3D Web technology, pp. 19–25. ACM, Tempe (2002)CrossRefGoogle Scholar
  7. 7.
    Tran, S.M., Preda, M., Preteux, F.J., Fazekas, K.: Exploring MPEG-4 BIFS features for creating multimedia games. In: Proceedings of the 2003 International Conference on Multimedia and Expo, vol. 2, pp. 429–432. IEEE Computer Society, Los Alamitos (2003)Google Scholar
  8. 8.
    Feuvre, J.L., Concolato, C., Moissinac, J.: GPAC: open source multimedia framework. In: Proceedings of the 15th international conference on Multimedia, pp. 1009–1012. ACM, Augsburg (2007)CrossRefGoogle Scholar
  9. 9.
    Edwards, L., Barker, R.: Developing Series 60 Applications: A Guide for Symbian OS C++ Developers. Pearson Higher Education, London (2004)Google Scholar
  10. 10.
    Trevett, N.: Khronos and OpenGL ES, Proceedings of SIGGRAPH 2004, Tokyo, Japan (2004),
  11. 11.
    Preda, M., Villegas, P., Morán, F., Lafruit, G., Berretty, R.: A model for adapting 3D graphics based on scalable coding, real-time simplification and remote rendering. Vis. Comput. 24, 881–888 (2008)CrossRefGoogle Scholar
  12. 12.
    Claypool, M.: Motion and scene complexity for streaming video games. In: Proceedings of the 4th International Conference on Foundations of Digital Games, pp. 34–41. ACM, Orlando (2009)Google Scholar
  13. 13.
    Claypool, M., Claypool, K.: Latency and player actions in online games. Commun. ACM 49, 40–45 (2006)CrossRefGoogle Scholar
  14. 14.
    Eisert, P., Fechteler, P.: Low delay streaming of computer graphics. In: 15th IEEE International Conference on Image Processing, ICIP 2008, pp. 2704–2707 (2008)Google Scholar
  15. 15.
    Morán, F., Preda, M., Lafruit, G., Villegas, P., Berretty, R.: 3D game content distributed adaptation in heterogeneous environments. EURASIP J. Adv. Signal Process. 2007, 31 (2007)CrossRefGoogle Scholar
  16. 16.
    Jovanova, B., Preda, M., Preteux, F.: MPEG-4 Part 25: A Generic Model for 3D Graphics Compression. In: 3DTV Conference: The True Vision - Capture, Transmission and Display of 3D Video, pp. 101–104 (2008)Google Scholar
  17. 17.
    Pellerin, R., Delpiano, F., Duclos, F., Gressier-Soudan, E., Simatic, M., et al.: GASP: An open source gaming service middleware dedicated to multiplayer games for J2ME based mobile phones. In: Proceedings of International Conference on Computer Games, Angoulême, France, pp. 28–30 (2005)Google Scholar
  18. 18.
    Buisson, P., Kozon, M., Raissouni, A., Tep, S., Wang, D., Xu, L.: Jeu multijoueur sur téléphone mobile (in French), Rapport de projet ingénieur, Rapport final projet S4 2007 (TELECOM Bretagne),
  19. 19.
    Flanagan, D., David, F.: JavaScript: The Definitive Guide. O’Reilly Media, Sebastopol (2006)zbMATHGoogle Scholar
  20. 20.
    Garrett, J.J.: Ajax: A New Approach to Web Applications,
  21. 21.
    Beigbeder, T., Coughlan, R., Lusher, C., Plunkett, J., Agu, E., Claypool, M.: The effects of loss and latency on user performance in unreal tournament 2003®. In: Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games, pp. 144–151. ACM, Portland (2004)Google Scholar
  22. 22.
    Claypool, M.: The effect of latency on user performance in real-time strategy games. Comput. Netw. 49, 52–70 (2005)CrossRefGoogle Scholar
  23. 23.
    Nichols, J., Claypool, M.: The effects of latency on online madden NFL football. In: Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video, pp. 146–151. ACM, Cork (2004)Google Scholar
  24. 24.
    Sheldon, N., Girard, E., Borg, S., Claypool, M., Agu, E.: The effect of latency on user performance in Warcraft III. In: Proceedings of the 2nd workshop on Network and system support for games, pp. 3–14. ACM, Redwood City (2003)CrossRefGoogle Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2010

Authors and Affiliations

  • Ivica Arsov
    • 1
  • Marius Preda
    • 1
  • Françoise Preteux
    • 1
  1. 1.Institut TELECOM / TELECOM SudParis/ARTEMISEvryFrance

Personalised recommendations