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Internet Computing, IEEE

Issue 3 • Date May-June 2014

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Displaying Results 1 - 23 of 23
  • Membership Matters [advertisement]

    Page(s): c2
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  • Call for papers

    Page(s): 1
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  • Table of contents

    Page(s): 2 - 3
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  • Computer Science: Too Young to Fall into the Gender Gap

    Page(s): 4 - 6
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  • IEEE Cloud Computing [advertisement]

    Page(s): 7
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  • Networked Games in the Midst of the Clouds [Guest editors' introduction]

    Page(s): 8 - 11
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  • Toward Gaming as a Service

    Page(s): 12 - 18
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (906 KB)  

    Gaming as a service (GaaS) is a future trend in the game industry. The authors survey existing platforms that provide cloud gaming services and classify them into three architectural frameworks to analyze their pros and cons and identify research directions. They also examine the features of different game genres to determine the impact they have on systematic design for cloud gaming services. Finally, they provide a vision on GaaS provisioning for mobile devices. View full abstract»

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  • Digital Magazines [advertisement]

    Page(s): 19
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  • Clouds + Games: A Multifaceted Approach

    Page(s): 20 - 27
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (1837 KB)  

    The computer game landscape is changing: people play games on multiple computing devices with heterogeneous form-factors, capability, and connectivity. Providing high playability on such devices concurrently is difficult. To enhance the gaming experience, designers could leverage abundant and elastic cloud resources, but current cloud platforms aren't optimized for highly interactive games. Existing studies focus on streaming-based cloud gaming, which is a special case for the more general cloud game architecture. The authors explain how to integrate techniques from the cloud and game research communities into a complete architecture for enhanced online gaming quality. They examine several open issues that appear only when clouds and games are put together. View full abstract»

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  • iCO2: A Networked Game for Collecting Large-Scale Eco-Driving Behavior Data

    Page(s): 28 - 35
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (2374 KB)  

    iCO2 is a networked game that aims to collect human driving behavior data at scale and help researchers better understand how people apply eco-driving practices. iCO2 is an integrated multiplatform game that can be accessed via Web client on Facebook and iPad clients, and supports a shared traffic experience among its users. Here, the authors describe iCO2 and discuss two key efforts and their results. First, they investigated the scalability of Distributed Virtual Environments (DiVE), the networking framework they developed for multiuser 3D virtual world applications. The "area of interest" method that DiVE uses was tested in a laboratory setting and showed promising results on two important metrics: bandwidth and frames per second. Second, they ran a small marketing campaign to collect data from users interacting with the iPad version of iCO2 "in the wild." They then analyzed the users' acceleration behavior, an important aspect of eco-driving. View full abstract»

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  • Analyzing Implicit Social Networks in Multiplayer Online Games

    Page(s): 36 - 44
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    Understanding the social structures that people implicitly form when playing networked games helps developers create innovative gaming services to benefit both players and operators. But how can we extract and analyze this implicit social structure? The authors' proposed formalism suggests various ways to map interactions to social structure. Applying this formalism to real-world data collected from three game genres reveals the implications of the mappings on in-game and gaming-related services, ranging from network and socially aware player matchmaking to an investigation of social network robustness against player departure. View full abstract»

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  • Think You Know Software? Prove It! [advertisement]

    Page(s): 45
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  • Engineering Service Engagements via Commitments

    Page(s): 46 - 54
    Multimedia
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (966 KB)  

    A service engagement describes how two or more independent parties interact with each other. Traditional approaches specify these interactions as message sequence charts (MSCs), hiding underlying business relationships and, consequently, complicating modification. Comma is a commitment-based approach that produces a business model drawn from an extensible pattern library and yields flexible MSCs. An empirical study shows that models produced via Comma yield superior flexibility, are comprehensible to others, and take less time and effort to produce. The Web extra presents the claims regarding Comma's effectiveness as a set of alternative hypotheses, as well as the complete list of MSCs developed via both traditional and Comma approaches. View full abstract»

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  • Peer-to-Peer Content Sharing Based on Social Identities and Relationships

    Page(s): 55 - 63
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (956 KB)  

    Mass-market users exploit remote storage solutions and centralized online social network (OSN) services to share user-generated content. Although these solutions are widely adopted, they introduce several issues related to user content/metadata migration on server-side components managed by third-party providers. The authors propose a middleware solution to support social-driven peer-to-peer content sharing while preserving content ownership. A prototype demonstrates the proposal's feasibility in terms of both performance results and easy integration with off-the-shelf devices using unmodified HTTP/UPnP protocols. View full abstract»

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  • Virt-B: Towards Performance Benchmarking of Virtual Machine Systems

    Page(s): 64 - 72
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (1114 KB)  

    Modern cloud computing environments often use virtualization technology to implement resource sharing. However, virtualization incurs performance overheads due to the additional hypervisor layer placed between virtual machines (VMs) and hardware resources. Understanding VM performance is crucial for running applications efficiently and for further improving VM techniques. Unfortunately, existing benchmarking methods are insufficient for comprehensively measuring virtualization performance. Here, the authors propose a solution that fully evaluates VM system performance. In addition to discussing their three-layer benchmarking methodology, they present a new benchmark suite -- Virt-B -- that measures various virtualization scenarios. They also introduce a performance testing toolkit to automate the benchmarking process and describe three case studies. View full abstract»

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  • I'm Cloud 2.0, and I'm Not Just a Data Center

    Page(s): 73 - 77
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    Cloud service providers invest significant effort into designing, building, and empowering cloud infrastructures to deliver a growing number of services in a scalable and cost-efficient fashion. At the same time, technology advances are commoditizing small devices with powerful compute, storage, and communication capabilities at unprecedented scale. What if such devices could extend the boundaries of the traditional cloud model to form an even more flexible, resource-aware, and better-performing cloud? The author has termed this approach Cloud 2.0. View full abstract»

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  • Cloud-Based Software Crowdsourcing

    Page(s): 78 - 83
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    In addition to providing large-scale, highly available computational resources, clouds also enable a new methodology for software development via crowdsourcing, in which crowd participants either collaborate or compete to contribute software. Using a crowd to develop software is predicted to take its place alongside established methodologies, such as agile, scrum, pair programming, service-oriented computing, and the traditional waterfall. View full abstract»

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  • Configuring IPv4 over IPv6 Networks: Transitioning with DHCP

    Page(s): 84 - 88
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (1509 KB)  

    To transition to IPv6, ISPs must determine how to configure IPv4 over IPv6 networks using the Dynamic Host Configuration Protocol (DHCP). However, multifarious requirements result in various solutions. The authors sort out the requirements for configuring an IPv4 node in IPv6 networks, survey IETF standardization efforts, and give recommendations on this topic. View full abstract»

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  • Take the CS Library wherever you go! [advertisement]

    Page(s): 89
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  • Co-Evolution with Social Networks: Deception is Protection

    Page(s): 90 - 94
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    To counterbalance the insatiable demand for information that drives social networks, individuals need technology that can help ensure security and privacy. However, we must also recognize the overwhelming need that humans have for human contact. For social networks and humans to be symbiotic, we must develop protection mechanisms that are technological realizations of compartmented information, least privilege, and even outright lying. View full abstract»

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  • The Internet of Everyone

    Page(s): 96
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  • Focus on Your Job Search [advertisement]

    Page(s): c3
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  • Software Engineering for the 21st Century [advertisement]

    Page(s): c4
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Aims & Scope

IEEE Internet Computing provides journal-quality evaluation and review of emerging and maturing Internet technologies and applications.

Full Aims & Scope

Meet Our Editors

Editor-in-Chief
Michael Rabinovich
Department of Electrical Engineering and Computer Science
Case Western Reserve University