01901nas a2200241 4500000000100000000000100001008004100002260001200043653001700055653001800072653002400090653002500114100002500139700002800164700002500192700002700217245009000244856009800334300001000432490000600442520119700448022001401645 2015 d c06/201510aGamification10aMobile Device10aDistribution Render10aHidden Markov Models1 aHolman Bolivar-Baron1 aJohn Alexander Velandia1 aJenny Natalia Torres1 ade Elena Giménez Ory00aAn Architecture Approach for 3D Render Distribution using Mobile Devices in Real Time uhttp://www.ijimai.org/journal/sites/default/files/files/2015/05/ijimai20153_3_7_pdf_27908.pdf a51-600 v33 aNowadays, video games such as Massively Multiplayer Online Game (MMOG) have become cultural mediators. Mobile games contribute to a large number of downloads and potential benefits in the applications market. Although processing power of mobile devices increases the bandwidth transmission, a poor network connectivity may bottleneck Gaming as a Service (GaaS). In order to enhance performance in digital ecosystem, processing tasks are distributed among thin client devices and robust servers. This research is based on the method ‘divide and rule’, that is, volumetric surfaces are subdivided using a tree-KD of sequence of scenes in a game, so reducing the surface into small sets of points. Reconstruction efficiency is improved, because the search of data is performed in local and small regions. Processes are modeled through a finite set of states that are built using Hidden Markov Models with domains configured by heuristics. Six test that control the states of each heuristic, including the number of intervals are carried out to validate the proposed model. This validation concludes that the proposed model optimizes response frames per second, in a sequence of interactions. a1989-1660