On energy consumption of mobile cloud gaming using GamingAnywhere

Detta är en Master-uppsats från Blekinge Tekniska Högskola/Institutionen för kommunikationssystem

Sammanfattning: In the contemporary world, there has been a great proliferation of using smart-phone devices and broadband wireless networks, the young generation using mobile gaming market is tremendously increasing because of the enormous entertainment features. Mobile cloud gaming is a promising technology that overcome the implicit restrictions such as computational capacity and limited battery life. GamingAnywhere is an open source cloud gaming system which is used in this thesis and calculate the energy consumption of mobile device when using GamingAnywhere. The aim of the thesis is to measure the power consumption of the mobile device when the game is streamed from the GamingAnywhere server to GamingAnywhere client. Total power consumption is calculated for four resolutions by using the hardware monsoon power monitoring tool and the individual components of mobile device such as CPU, LCD and Audio power are calculated by software PowerTutor. The memory usage of the mobile device is also calculated by using Trepn Profiler application when using GamingAnywhere. Based on the obtained results, it was found that there is an increase in power consumption and memory usage of the mobile device on client side when the resolution is varying from low to high. After mapping the results of the hardware with the software, it was identified that there is very small difference between the hardware results and software results from which we could estimate that the software PowerTutor can be used instead of hardware Monsoon power tool as the software is capable of calculating the power consumption of individual components of mobile device

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