CNG Workshop 2012

This international workshop, organized by EGDF (European Game Developers Federation) in cooperation with Nordic Game takes place at Malmo on May 25th. The agenda of the event follows.

25 May: 13:00-13:45
CNG: Community Network Game
The community network game is focussing on social tools and user generated content for online games. The session will present and discuss results of research – partly funded by the European Commission – on the subject. Two main questions will be addressed: How do gamers use external social toolsets (like Xfire, Overwolf, or the tools, which have been developed by the CNG consortium) ? How strong is the influence of user generated content? Can social tool sets increase revenues for Game developers and operators?

Moderation: Malte Behrmann, EGDF, Helsinki/Berlin
Presentation: Alex Shani, Exent, Tel Aviv
Panel Discussion: Mark Donovan, President X-Fire, Calgary
Patrick Rau, KunstStoff GmbH, Berlin

25 May: 14:00-14:45
The user of online games (CNG):
Users of online games in Europe are a broad and evolving species. Who are they? i2 media, a research team from the UK, working as part of the CNG project (part funded by the European Commission) has analysed this question with the support of EGDF. The research results are presented providing deep insight into the characteristics and preferences of typical online gamers in Europe.

Moderation: Malte Behrmann, EGDF, Helsinki/Berlin
Presentation: Jonny Freemann, I2Media, London
Panel Discussion: Kerry Fraser Robinson, CEO Redbedlam, Brighton
Josep Puig Rojas,, Barcelona

The presentations are available for download:
CNG: Community Network Game by Mr. Alex Shani
The user of online games (CNG) by Dr. Jonathan Freeman

Videos from the workshop are available:
CNG Workshop 2012 in Nordic Game Conference: Keynote by Alex Shani about Community Network Game
CNG Workshop 2012 in Nordic Game Conference: Panel discussion about Community Network Game
CNG Workshop 2012 in Nordic Game Conference: Keynote by Jonny Freeman about the user of online games
CNG Workshop 2012 in Nordic Game Conference: Panel discussion about the user of online games

Peer-to-peer (P2P) Techniques for Media Delivery Workshop

The one-day, free workshop took place at the De Montfort University, Campus Centre in Leicester (UK) on the 23 February 2012 presenting recent advances in P2P networking, focusing on video communication applications.

Traditional client-server video streaming systems have critical issues of high cost and limited scalability. Peer-to-peer (P2P) networking has been shown to be cost effective and easy to deploy. The main idea of P2P systems is to encourage users to act as both clients and servers. A user in a P2P system not only downloads data, but also uploads it to serve other users. The upload bandwidth, computing power, and storage space of the end users are exploited to reduce the burden on the servers.
This workshop will present recent advances in P2P networking, focusing on video communication applications. In addition to talks, a number of demos showing implementations of real P2P systems will be presented. The workshop is aimed at researchers and practitioners from academia and industry who are interested in the latest developments in the field. Confirmed speakers are:
• Prof. Jon Crowcroft, University of Cambridge, UK

From P2P to Social and Back Again

In this talk, I will discuss the history and evolution of content distribution, from download, through multicast, on to packet swarms/torrents and P2P, and then lately to social content. The final step in this journey will involve a retrograde motion to re-cast social networks in a P2P mode, for privacy, sustainability and resilience reasons. I will discuss some of the ideas we have had in the Horizon Digital Economy programme in this space.
• Prof. Raouf Hamzaoui, De Montfort University, UK

Peer-to-peer Live Streaming for Massively Multiplayer Online games

In Massively Multiplayer Online Games (MMOGs), a large number of online players inhabit the same virtual world and interact with each other in a variety of collaborative and competing scenarios. Players can play against other players or build groups to compete against other groups or against computer-controlled enemies. We present a peer-to-peer live video system that allows MMOG players to stream screen-captured video of their game. Players can use the system to show their skills, share experience with friends, or coordinate missions in strategy games. The system was developed as part of the FP7 CNG project.
• Prof Toufik Ahmed, CNRS LaBRI, France

Pull-based P2P Content Adaptation and Optimised SVC Layer Selection

Scalable Video Coding (SVC) content delivery over peer-to-peer (P2P) networks has drawn great interest from its ability to support large number of users, while simultaneously handling client heterogeneity, in terms of download bandwidth, terminal capabilities and user preferences, using content adaptation. In order to support such a system, three essential components need to be considered: overlay construction, layer selection and data scheduling and adaptation. In this presentation, we consider a pull-based P2P network for delivering optimised SVC layers, and we present a design of algorithms being adopted in FP7 ENVISION project ( for assuring a smooth quality of experience.
• Dr Nick Race, University of Lancaster, UK

Evaluating P2P as a platform for delivering next-generation TV services within the Lancaster Living Lab

The talk introduces the recent design and development work for the converged IPTV service that has been deployed in live test-bed (Living Lab) at Lancaster University for thousands of students. High quality audio-visual content is distributed over heterogeneous IP-based content networks, on both set-top box and web-based platforms. Peer-to-Peer (P2P) technologies are exploited to provide energy efficient and low-cost delivery for commercial and user-generated content. The infrastructure and functional components are first presented exploring a number of key designs that facilitate the entire eco-system of content ingest, transcoding, P2P tracking, distribution, statistics, end systems, as well as integration of social networking. Due to the dynamic nature of P2P distribution, a quality measurement service with respect to user experience is also essential for the service evaluation and diagnosis. A multimodal QoE measurement framework which evaluates the IPTV services by collaborating measurements with a variety of different aspects is presented. Results of a use case are also described to verify the effectiveness of the measurement framework in exploiting relevant metrics from service components. The work was done as part of the FP7 P2P-Next project and the “RuralConnect Living Lab”.
• Dr. Erhan Ekmekcioglu, I-Lab Multimedia Communications Research, University of Surrey, UK

Distribution of Multi-view Entertainment Using Content Aware Delivery Systems (DIOMEDES)

The FP7 DIOMEDES project focuses on new methods on compression and delivery of multi-view video accompanied by multi-channel audio for realistic and immersive 3D media experiences. Specifically, DIOMEDES project’s target is to develop a hybrid Terrestrial DVB and Peer-to-Peer 3D media distribution system, where potential users are eligible to receive either conventional HD or stereoscopic HD service over DVB-T and accompanying camera views using a P2P overlay through broadband access simultaneously. This requires the on-the-fly and terminal synchronisation of multiple audio channels and video camera viewpoints, while allowing real-time immersive 3D media playback. Content aware distribution of the huge amount of multi-view content constitutes a major research challenge. Therefore, the P2P overlay formation and P2P client operation have been developed to take into account content priorities in streaming and also synchronisation with the on-going DVB broadcast. This presentation aims at outlining the major research outcomes delivered in this project, including content aware coding and distribution, with a special emphasis on the developed P2P system.
Support: DMU, ICT KTN, IEEE Signal Processing Society

The presentations from the workshop are available:
Evaluating P2P as a Platform for Delivering Next-Generation TV Services by Dr. Nicholas Races
Distribution of Multi-View Entertainment Using Content Aware Delivery Systems by Dr. Erhan Ekmekcioglu
P2P Live Streaming for Massively Multiplayer Online Games by Prof. Raouf Hamzaoui
Games & P2P->Social->P2P :- Some historical observations by Jon Crowcroft

CNG at Browser Game Forum 2011

The forum features top executives from major gaming companies and experts from different fields as well as researchers, developers and producers.

Dr. Jonathan Freeman will present the user research conducted within the CNG project in Frankfurt, Germany on 18-19 November 2011.

bgf2011 Spotlight: The browser games forum 2011

NEM Summit 2011

CNG project will take part in the NEM Summit 2011 conference in Torino, Italy on 27-29/9/2011. Visit the CNG at the stand 21 of NEM Summit Exhibition.

CNG Workshop 2010 – Online Games: Economic, technological and User-Dimension – State of the art

This international workshop, organized by EGDF (European Game Developers Federation) in cooperation with Gamelab, gets together relevant people from the Game Industry and the Academia to speak about current economic, technological and social trends around online games.
The presentations are available for download:
Users of online games: A new culture ? by Dr. Jonathan Freeman
New technologies for new media by Prof. Raouf Hamzaoui

For more information visit the workshop’s page in the Gamelab 2010 website.