{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,6,25]],"date-time":"2026-06-25T09:57:53Z","timestamp":1782381473854,"version":"3.54.5"},"reference-count":32,"publisher":"MDPI AG","issue":"12","license":[{"start":{"date-parts":[[2018,11,22]],"date-time":"2018-11-22T00:00:00Z","timestamp":1542844800000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Information"],"abstract":"<jats:p>Cloud gaming provides cloud computing-based game as a service. In this paper we describe the development of a virtual reality base gliding game as a proof-of-concept. In the cloud, a cloud gaming platform is hosted on cloud servers with two principal components: game logic engaged in the implementation of game mechanics and game interactions, and video renderer that generates the game frames in real-time. The virtual gliding game was realized in the Unity gaming engine. To ensure smooth playability, and access for remote players, the computationally-intensive parts of the game were offloaded to a physically remote cloud server. To analyze the efficiency of the client-cloud interaction, three cloud servers were setup. The results of cloudification were evaluated by measuring and comparing computation offloading performance, network traffic, the probability of service drop, perceptual quality and video quality.<\/jats:p>","DOI":"10.3390\/info9120293","type":"journal-article","created":{"date-parts":[[2018,11,22]],"date-time":"2018-11-22T09:18:25Z","timestamp":1542878305000},"page":"293","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":17,"title":["Cloudification of Virtual Reality Gliding Simulation Game"],"prefix":"10.3390","volume":"9","author":[{"given":"Rytis","family":"Buzys","sequence":"first","affiliation":[{"name":"Department of Multimedia Engineering, Kaunas University of Technology, 51368 Kaunas, Lithuania"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-2809-2213","authenticated-orcid":false,"given":"Rytis","family":"Maskeli\u016bnas","sequence":"additional","affiliation":[{"name":"Department of Multimedia Engineering, Kaunas University of Technology, 51368 Kaunas, Lithuania"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-9990-1084","authenticated-orcid":false,"given":"Robertas","family":"Dama\u0161evi\u010dius","sequence":"additional","affiliation":[{"name":"Department of Software Engineering, Kaunas University of Technology, 51368 Kaunas, Lithuania"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Tatjana","family":"Sidekerskien\u0117","sequence":"additional","affiliation":[{"name":"Department of Applied Mathematics, Kaunas University of Technology,51368 Kaunas, Lithuania"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-9073-5347","authenticated-orcid":false,"given":"Marcin","family":"Wo\u017aniak","sequence":"additional","affiliation":[{"name":"Institute of Mathematics, Silesian University of Technology, 44-100 Gliwice, Poland"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Wei","family":"Wei","sequence":"additional","affiliation":[{"name":"Xi\u2019an University of Technology, Xi\u2019an 710048, China"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"1968","published-online":{"date-parts":[[2018,11,22]]},"reference":[{"key":"ref_1","doi-asserted-by":"crossref","first-page":"1233","DOI":"10.1109\/TMM.2017.2760621","article-title":"The server allocation problem for session-based multiplayer cloud gaming","volume":"20","author":"Deng","year":"2018","journal-title":"IEEE Trans. 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