SIT706 – Cloud Computing Technologies

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SIT706 – Cloud Computing Technologies
Assessment Task-1 Assignment
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General Definition
Delivery of computing services such as servers, storage, databases, networking, software, analytics and intelligence over the internet is known as cloud computing.
To put it in simple words, the data center of hardware and software is what we will call a “cloud”and the service being sold is utility “computing”. The name cloud computing was inspired by the cloud symbol that’s often used to represent the internet in flowcharts and diagrams.
Types of Cloud Services
Delivering hosted services over the internet is the general term for cloud computing. These services are broadly divided into three categories. They are:
Infrastructure as a service (IaaS) – The most basic category of cloud computing services. With IaaS, you rent IT infrastructure – servers and virtual machines (VMs), storage, networks, operating systems – from a cloud provider on a pay-as-you-go basis.
Platform as a service (PaaS) – Platform as a service refers to cloud computing services that supply an on-demand environment for developing, testing, delivering and managing software applications. PaaS is designed to make it easier for developers to quickly create web or mobile apps, without worrying about setting up or managing the underlying infrastructure of servers, storage, network and databases needed for development.
Software as a service (SaaS) – Software as a service is a method for delivering software applications over the Internet, on demand and typically on a subscription basis. With SaaS, cloud providers host and manage the software application and underlying infrastructure, and handle any maintenance, such as software upgrades and security patching. Users connect to the application over the Internet, usually with a web browser on their phone, tablet or PC.
For ensuring proper implementation of a cloud computing model, cloud infrastructure has to do with both hardware and software components.
Types of cloud computing
Not all clouds are the same and not one type of cloud computing is right for everyone. Several different models, types and services. have evolved to help offer the right solution for your needs. There are three different ways to deploy cloud services: on a public cloud, private cloud or hybrid cloud.
Public cloud: Public clouds are owned and operated by third-party cloud service providers, who deliver their computing resources such as servers and storage over the Internet.
Private cloud: A private cloud refers to cloud computing resources used exclusively by a single business or organization. A private cloud can be physically located on the company’s on-site data centre.
Hybrid cloud: Hybrid clouds combine public and private clouds, bound together by technology that allows data and applications to be shared between them.
Cloud Computing In Different Fields
Military Operations
Online Entertainment
And many more……….Among them GAMING IS ON DEMAND
CLOUD GAMING, it’s not actually a new idea: Over the past decade, the tech’s been laughed at time and again due to technological and economic constraints it feels like the stars may have finally aligned to bring cloud gaming to the world.
Actually, cloud gaming is not a gamer’s computer or device, it’s a game that resides on company server.
The access will be given to the gamer to enter into the game by installing a client program where the games are running.
“Google Stadia”plays a major role in cloud gaming.
Advantages of Cloud Computing
Cloud computing is a big shift from the traditional way businesses think about IT resources. Here are seven common reasons why organizations are turning to cloud computing services:
Cost, Speed, Productivity, Global scale, Reliability, Performance and security.
For users
No upfront capital investments for users
Users can access large amounts of computing power on demand. It is typically sold by the minute or the hour.
It is elastic – a user can have as much or as little of a service as they want at any given time.
Immediate access to hardware resources
Dramatically lowers the cost of entry for smaller firms
leading to a faster time to market in many businesses
The service is fully managed by the provider.
Undoubtedly cloud computing is one of the exciting innovations in past few years. Many of us use cloud-based services in our day to day life without giving a thought. For instance, we take photos from our smartphones. These photos are backed up automatically into the cloud, which can be accessed anytime from our smartphone or PC.
The main concept of cloud computing in gaming is to make use of a remote, computer with internet, and stream its processing time to cheaper, a low-powered PC and allows the gamers to encounter playing on amazing hardware that they wouldn’t be able to afford, or for organizations to utilize the most impressive supercomputers on the planet without truly having them in a similar structure. .
The gaming companies are coming up with different number of services and facilities offered by different technological platforms. In past years, game industry became extremely popular by attracting large number of gamers across the Globe. Gaming as a Service, the cloud-based gaming, allows the users to involve and play together within a game from different remote locations with the robust communication facilities. Currently, software companies are creating innovative ideas to renovate the way of gaming across the competitive global market
Taking over the normal gaming ways like sliding the disc into the sport console or downloading files onto a drive, the cloud game streaming services don’t require a box or hardware to run. The cloud game providers manage the sport console within the cloud with advanced capabilities to handle multi-players and might be accessible on phones, and laptops or PCs with a daily browser. just like the online video streaming platform, the cloud-based game streaming portals offer various features and options with subscription variations.
The cloud-based game console directly connects with the information center to stream games on the devices, with seamless speed and great experience satisfactions. Aiming directly at streamers, online hosts or live gamers, the high-powered cloud gaming platforms frame the definition of complete portability. The new techniques in gaming allows the users to play the games irrespective of any screen right from mobile phones, PC’s, laptops, tablets, to TVs, whether or not the device is old and weak. Thus, the users can access the games without building, buying, or carrying game sets or tools, which also eliminates the necessity for downloads or updates regularly.
Cloud Computing is an umbrella term for various type of services it covers under one idea of running and completing various tasks on a faraway datacenter architecture which is called cloud. There are various fields where cloud is proving to be really useful. In this paper we are talking about impact of cloud on gaming sector and how it can solve many limitations of it. Traditionally gaming infrastructure involves a client (who is the player) and a console of their choice (piece of hardware) on which they are going to play the game, but there are some conditional drawbacks in this structure.
As gaming industry is evolving the standard of games, their visual and technical capabilities are expanding and with that those games require more powerful hardware to generate the required computing power. It is true to say that for best experience having a powerful machine capable of running those game is your best bet. But unfortunately, not everyone can afford that. Second issue comes in portability, having a console or PC in your house and enjoying games on that is the ideal scenario but when it comes to be able to go anywhere and be able to enjoy your same games on any platform is not the privilege we have yet.
To tackle and facilitate such conditions the concept of Gaming on cloud comes. The advancement in cloud technology has made it possible to implement this idea in various ways. Cloud gaming application is like a streaming service, just as we are able to stream multimedia data movies and song over the internet. The concept is that our local hardware may not as powerful as required but cloud data centers dedicated to this would be powerful enough to run any triple a title game. A thin client machine connects to a cloud server and streams the real time rendered frames from it regardless of client’s machine platform. As shown in the below image:
Companies like google, Microsoft and Nvidia are already working on different variation of cloud-based game streaming services. Like google has launched “google stadia” where there model is that all you have to do is opt for google stadia subscription and u will be able to games available on their data centers with requirement of just an internet connection and chrome browser on any of your device.
Where NVidia’s “GeForce now” has slightly different model where they offer you to play games you already own in your life with no subscription. Where both services are not up to the expectation and the potential due the closed source protocols.
In this paper we aim to propose a Cloud Gaming system which will try to overcome the flaws and barriers of existing architecture’s approach. In cloud we are capable of implementing various technologies which we simply can’t on client’s machine. Unlike google stadia or GeForce now for our approach we take inspiration from working of normal web servers. Instead of closed protocols how it would be if user would be allowed to install their already owned game according to their configuration on their reserved storage space on the cloud. To understand the implementation, we will to dive deeper. Cloud gaming system renders frame and stream back to client but there are three types of methods: 1.3D graphics streaming, 2. video streaming, and 3. video streaming with post-rendering operations. All the three approach divide the process load differently. With 3D graphics streaming cloud server reads the graphics commands and compresses them to send back to client, after receiving client side renders the game scene using the graphics card available on the client’s machine. For this method client’s graphics must be compatible and powerful enough. This method utilizes client’s hardware as well, so it is like a balance of both sides. But this approach apply strain on client’s hardware which may not be suitable for thin and light systems. opposite to this Video streaming approach cloud renders 3D graphics into 2D video stream and compresses it to send back to client, then client decodes the video and stream it. The 3rd approach video streaming with post rendering lies between the earlier 2. While 3D graphics are rendered on cloud side some post effects are optionally rendered on client side which require low computational power and may not even require GPU. A system where user could configure their suitable method according to their use case.
Another commonly known challenge of cloud gaming is latency. In cloud gaming server receives clients action commands, process those commands renders graphics and send back and all this in matter of milliseconds. Different kind of gameplays has different delay tolerance. In competitive first-person shooters like Counter strike the becomes less playable when response delayed more than 100 ms. But comparatively rpg games response delay till 500 ms could be playable. So, it shows us that different kind of games require different resources and network solution as per their priority. Generally, a normal user may not be able to understand the difference but in cloud gaming servers have those resources to process and utilize resources with the help of AI and other machine learning methods. To tackle the high latency issues, we can propose to implement SDNs (Software Defined networking). SDN model optimizes each layer separately it brings Application and Network layer closer resulting in adaptable assist to application requests. Traditionally network routing protocol uses predefined routes and lacks in terms of taking account of packet loss, bandwidth and delay etc. SDN make it possible to control network in a centralized manner to optimize quality of service parameters.
Architecture we aim to propose for the deployment includes a game server, portal server and client/user. Where when clinet wants to access their owned games and their configuration on it they will login to a portal server where all the user data and their configuaration settings will be stored. So on request portal server will retrive user’s game congifuartion and user will be able to stream there game from cloud server with their configuaration for their use case.
In our Cloud gaming system, we propose to have multiple models to assist and make cloud gaming smoother as per player’s expectations and needs.
The hardware equipment’s of the gaming field such as good processor, gaming card which all are a bit high in cost. By using the cloud computing technology, we want to give better gaming experience with limited hardware requirements with more security standards. The same game can be made available on various platforms. Users can play and save their games with multiple games without physical copies.
In the past, I used to play games by buying a cd or playing card which will be costlier, and they used to be a low-quality example: Super Mario.
Gaming as a service (GaaS)
Gaming as a service is a platform that is used to stream video games from the source of the web. Where games can be developed, powered by using cloud computing
Features of Gaas
Any-device gaming: Gaming can be performed in any device like Pc, Mac, Tablet, smartphone, TV.
Click to play: The games can be accessed from any part of the word at any time. If the game is saved on the cloud.
Less hassle: To play games we just need basic requirements only. No game discs. No game patches.
Online Game Streaming
Cloud computing also supports the online streaming of the games. The games can be streamed with good speed with lower lattice. Players can interact by the network thin clients. Nowadays many people are streaming very popular video games like Pubg, Call of duty, etc. Google has launched a streaming platform Google Stadia where the streaming of games can be done very fast and efficiently. The games can be streamed with a minimum speed of 6mbps and a maximum speed of 15mbps with High Definition Clarity.
There are two types of online streaming
Video Streaming
File Streaming
Video Streaming
The game will be stored and executed on the game company server. The video results are directly saved using the thin client. It allows permission to games without the need for high-end pc.
File Streaming
The small part of the game which is less than 5% of the game will be saved to the user device. And the remaining game will be saved into the client-server while playing. The low bandwidth internet connections can be accessed in the file streaming
Good internet connection
Deployment costs will be more
High maintenance cost
Each user has their clusters in the cloud.
Clusters can be easily scaled
The gaming protocol can be customized.
The future of cloud Gaming
1 The new programming scenarios: For best results, the better algorithms and logics will be developed.
2 New charging models: The presentcharging models are a bit costlier as the new charging model developed the chance of decreasing the cost of subscription.
3 Various internet services are to be integrated: The internet sources are to be combined where we will have a great gaming operation in the future.
4 More Multiplayer games will be developed: The Gaming industry is been shifted from single-player mode to the multiplayer mode which will have more demand.
Functionalities of multiplayer games
Good connectivity
Temporary engagement
Competition fairness
5 Interactions between gamers and observers: In the present-day scenario, the streaming of the cloud games is a bit costlier. But in the future, the observers do not need to purchase any software to stream where it will also attract the observers.
6 Novel Gaming Paradigms Will Converge in the Cloud: Cloud computing will be more focused on virtual reality (VR) and augmented reality (AR).
This system can be developed in a real-time scenario in a cluster model whereas every stage has its advantages.
Stage1: Gathering Data (2-3weeks) – Here the data gathering will be done whereas we will know what a user need. Such as hardware requirements, period, a budget of the project will be properly planned
Stage2: Background Check (1month) – The actual plan of implementing of the project will be planned in this area. The main focus will be on the Blueprint of the project.
Stage3: Implementation and testing (6-12 months) – This is a key step of the project where the development of the project with done along with the development of the testing will be also done at another side. We should follow the best development model such as big bang model or agile model.
Stage4: Future updates- Here in this stage depending on current trends the project will be updated, and it will be released out after proper testing.
Cloud gaming is a game changing technology
Efficient cloud can be achieved with the latest hardware and virtualization technology advances.
Overall, the development of cloud computing has introduced a new level of convenience, cost reduction, flexibility and agility.
Cloud gaming is rapidly evolving, particularly toward 4K UHD
Acceptable gaming performance can be done by only hardware encoders
Virtualization for GPU has greatly improved and is ready for gaming over a public cloud.
(Amiri, M., Osman, H.A., Shirmohammadi, S. and Abdallah, M., 2016. Toward delay-efficient game-aware data centers for cloud gaming. ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM), 12(5s), pp.1-19.)
(Avram, M.G.. (2014). Advantages and Challenges of Adopting Cloud Computing from an Enterprise Perspective. Procedia Technology. 12. 10.1016/j.protcy.2013.12.525.)
(Cai, W. et al. (2016) ‘The Future of Cloud Gaming [Point of View]’, Proceedings of the IEEE, Proc. IEEE, 104(4), pp. 687–691. doi: 10.1109/JPROC.2016.2539418.)
(Cai, Wei, Ryan Shea, Chun-Ying Huang, Kuan-Ta Chen, Jiangchuan Liu, Victor C. M. Leung and Cheng-Hsin Hsu. “A Survey on Cloud Gaming: Future of Computer Games.” IEEE Access 4 (2016): 7605-7620.)
(Huang, C.Y., Hsu, C.H., Chang, Y.C. and Chen, K.T., 2013, February. GamingAnywhere: an open cloud gaming system. In Proceedings of the 4th ACM multimedia systems conference (pp. 36-47).)
(International Journal of Science, Engineering and Technology Research (IJSETR) Volume 2, Issue 2, February 2013 All Rights Reserved © 2013 IJSETR 480 A Survey on Use of Cloud Computing in various Fields Manoj Chopra1 , Jai Mungi2 , Kulbhushan Chopra3)
(Matthew B. Hoy, “Cloud Computing Basics for Librarians” .Pages 84-91 | Published online: 30 Jan 2012)
(Michael Armbrust, Armando Fox, Rean Griffith, Anthony D. Joseph, Randy Katz, Andy Konwinski, Gunho Lee, David Patterson, Ariel Rabkin, Ion Stoica, MateiZaharia, “Communications of the ACM”,Volume 53, Number 4 (2010), Pages 50-58)
(P.NagendraBabu, M.Chaitanya Kumari, S.VenkatMohan”A Literature Survey on Cloud Computing”, International Journal of Engineering Trends and Technology (IJETT), V21 (6), 305-312 March 2015. ISSN: 2231-5381. published by seventh sense research group)
(Shea, R., Liu, J., Ngai, E.C.H. and Cui, Y., 2013. Cloud gaming: architecture and performance. IEEE network, 27(4), pp.16-21.)
(Warren, Hollister, 2019, Cloud Gaming: Google Stadia And Microsoft Xcloud Explained, The Verge, 8/4/2020, <>.)

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