As a "killer" application in cloud computing, cloud gaming is leading the revolution of way of gaming. However, the high latency between the cloud and end devices hurts user experience. Aiming at the problem, a low latency cloud gaming system deployed on edge nodes, called Gaming@Edge, was proposed based on edge computing concept. To reduce the overhead of edge nodes for improving the concurrency, a cloud gaming running mechanism based on compressed graphics streaming, named GSGOD (Graphics Stream based Game-on-Demand), was implemented in Gaming@Edge system. The logic computing and rendering in the game running were separated and a computing fusion of edge nodes and end devices was built by GSGOD. Moreover, the network data transmission and latency were optimized through the mechanisms such as data caching, instruction pipeline processing and lazy object updating in GSGOD. The experimental results show that Gaming@Edge can reduce average network latency by 74% and increase concurrency of game instances by 4.3 times compared to traditional cloud gaming system.
The traditional graph-based recommendation algorithm neglects the combined time factor which results in the poor recommendation quality. In order to solve this problem, a personalized recommendation algorithm integrating roulette walk and combined time effect was proposed. Based on the user-item bipartite graph, the algorithm introduced attenuation function to quantize combined time factor as association probability of the nodes; Then roulette selection model was utilized to select the next target node according to those associated probability of the nodes skillfully; Finally, the top-N recommendation for each user was provided. The experimental results show that the improved algorithm is better in terms of precision, recall and coverage index, compared with the conventional PersonalRank random-walk algorithm.
In order to solve the problem of high-precise indoor positioning calculation using received signal strength, a novel WMKF (Kalman Filtering and Weighted Median) positioning algorithm was proposed. The algorithm was different from previous indoor localization algorithms. Firstly, Kalman filter method was used to smooth random error, and weighted median method was made to reduce the influence of gross error, then the log distance path loss model was used to obtain the decline curve and calculate the estimated distance. Finally, the centroid method was used to get the position of the target node. The experimental results show that, this WMKF algorithm initially improve that the poor stability of positioning in a relatively complex environment, and effectively enhanced the positioning accuracy, making the accuracy between 0.81m to 1m.