TY - JOUR KW - Gamification KW - Mobile Device KW - Distribution Render KW - Hidden Markov Models AU - Holman Bolivar-Baron AU - John Alexander Velandia AU - Jenny Natalia Torres AU - de Elena Giménez Ory AB - Nowadays, 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. IS - Regular Issue M1 - 3 N2 - Nowadays, 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. PY - 2015 SP - 51 EP - 60 T2 - International Journal of Interactive Multimedia and Artificial Intelligence TI - An Architecture Approach for 3D Render Distribution using Mobile Devices in Real Time UR - http://www.ijimai.org/journal/sites/default/files/files/2015/05/ijimai20153_3_7_pdf_27908.pdf VL - 3 SN - 1989-1660 ER -