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OnLive and Juniper team up on cloud-based services for enterprise

OnLive and Juniper team up on cloud-based services for enterprise OnLive’s MicroConsole would possibly not have exactly taken the game market by storm just yet, but it surely appears like the corporate isn’t about to attend any more to expand its cloud-based empire. Today it announced that it’s partnering with Juniper Networks on what it’s describing as a “no-compromise, media-rich, enterprise experience.” While it’s still apparently inside the early stages, that solution will combine OnLive’s own instant response video compression technology with Juniper Networks’ Junos Pulse client, which together promise to make remotely-accessed desktops and applications “indistinguishable from an area one,” whatever the device you’re accessing it on (including tablets and OnLive-enabled TVs). Unfortunately, anything so much more specific than that — including any indication of a precise rollout — remains a chunk light in the meanwhile, however the two companies have already demoed the system on the NExTWORK Conference in Ny city today, so it certainly looks like it can not be too remote.

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JUNIPER NETWORKS AND ONLIVE PARTNER TO DELIVER INSTANT ACCESS TO ANY APPLICATION, ANYWHERE, ON ANY DEVICE

OnLive’s Lag-Free Cloud Computing Technology Leapfrogs Current Remote App Solutions;

Juniper’s Networking Infrastructure Enables Unprecedented Cloud Performance

SUNNYVALE & PALO ALTO, Calif. – June 22, 2011 – Juniper Networks (NYSE: JNPR) and OnLive, Inc., the pioneer of on-demand, instant-play games and applications, today announced they’re going in a strategic partnership under which Juniper would be the exclusive networking provider for OnLive’s network infrastructure. Additionally, both companies plan to jointly develop cloud-based services for the enterprise that would deliver a media-rich, interactive experience to mobile, desktop and presentation devices – instantly, simply and securely from any location.

Powered by Juniper Networks, OnLive would offer consumers and enterprise customers with unmatched performance, security, reliability and true flexibility across both physical and virtual environments. Using OnLive’s instant response video compression technology and Juniper Networks® Junos® Pulse client, the experience of remotely-accessed desktops and applications -whether on a computer, Mac, iPad, Android tablet or OnLive-enabled TV or monitor-will be indistinguishable from an area one.

By moving computing functions to the network, OnLive is defining a better generation of cloud computing. OnLive’s cloud-based video compression technology has revolutionized the style games are played, both in the house and on mobile devices, as a user’s computer or device becomes nothing greater than a method for display and input. By applying this same technology to the enterprise, even media-rich content and bandwidth-intensive applications may be delivered instantly, simply and securely to mobile desktops and devices via the cloud. With an end-to-end infrastructure powered by Juniper Networks, OnLive’s new network wouldn’t only change the best way OnLive’s entertainment applications are created, delivered and consumed, but enable the safety and robustness required for enterprise applications.

“OnLive’s cloud gaming technology places unprecedented demands on network infrastructure, and Juniper is the sole network provider it really is ready to meet these requirements.” said Steve Perlman, president and CEO of OnLive. “Juniper’s state-of-the-art performance and security also makes them the perfect partner as OnLive extends the similar no-compromise cloud hosting technology to enterprise applications, leapfrogging the complete desktop virtualization industry. A remote desktop experience will be the same as a neighborhood desktop experience on any connected device, whatever the application or content, so users could enjoy each of the benefits of desktop virtualization with none of the hassles.”

“Online gaming is one of the most intensive applications on earth where users expect precision and immediate response. It requires a convincing and highly reliable network that does not compromise user experience,” said Kevin Johnson, CEO of Juniper Networks. “OnLive and Juniper share a commitment to delivering innovative, ground-breaking technologies, and we’re excited to partner together to push the bounds of cloud computing and redefine how rich interactive media are delivered.”

Today, OnLive already has an integrated network with Juniper Networks EX Series Ethernet Switches, MX Series 3D Universal Edge Routers and SRX Series Services Gateways that ensure consistency, high performance, reliability and security at scale. To satisfy the growing demands of its cloud-based infrastructure, OnLive will even deploy:

· Juniper Networks QFabric™ Solution – As OnLive’s exclusive data center fabric provider, Juniper will provide OnLive with an exceptional method of building and securing its virtualized data centers in California, Texas and Virginia, and enable exponential improvements in data center speed, scale and efficiency.

· Junos Pulse – an easy-to-use, comprehensive solution created from secure remote access for mobile devices, mobile device security, and comprehensive device policy enforcement and management, Junos Pulse would enable users of all mobile devices, including smartphones, tablets, laptops and netbooks, to safely access OnLive cloud-based applications.

Through this strategic partnership, Juniper Networks is stepping into an agreement with OnLive to jointly collaborate on creating additional value-added services and have-rich applications using Junos Pulse. As OnLive looks beyond gaming and expands into new markets and platforms, together with enterprise systems, Juniper Networks will provide OnLive with a brand new network which may transform the economics and experience of networking for its customers.

The OnLive Game Service delivers users the most recent high-performance, top-tier games instantly to nearly any device, eliminating the desire for expensive local consoles or high-end PCs. As well as availability on just about all PCs and Macs, through partnerships with VIZIO, HTC and others, OnLive expects to be available by the top of 2011 on 25 million Internet TVs, 50 million Blu-ray players and 25 million tablets within the US and the united kingdom. In 2012, OnLive expects to be available on most devices that support video streaming services corresponding to Netflix, making console-class gaming as accessible as movies are today. Juniper’s network infrastructure will enable OnLive to scale to this degree of ubiquity while maintaining the absolutely no-compromise performance that games demand.

About OnLive

OnLive is the pioneer of on-demand, instant-play game services, delivering real-time interactive experiences and rich media during the Internet. With groundbreaking video compression technology, OnLive harnesses cloud computing to supply the facility and intelligence had to instantly deliver the newest, premium game titles to any HDTV via the OnLive Game System or nearly any PC and Mac via a small browser download. The OnLive Viewer app is on the market for the iPad and is coming soon for Android tablets. OnLive technology is backed by hundreds of patents and patents pending. The corporate is headquartered in Palo Alto, California. OnLive investors include Warner Bros., Autodesk, Maverick Capital, AT&T, British Telecommunications (BT), The Belgacom Group and HTC. Additional info is on the market at www.onlive.com.

About Juniper Networks

Juniper Networks is within the business of network innovation. From devices to data centers, from consumers to cloud providers, Juniper Networks delivers the software, silicon and systems that transform the experience and economics of networking. Additional info are located at Juniper Networks (www.juniper.net).

Juniper Networks and Junos are registered trademarks of Juniper Networks, Inc. within the Usa and other countries. The Juniper Networks and Junos logos are trademarks of Juniper Networks, Inc. OnLive is a registered trademark of OnLive, Inc. inside the U.s.a. and other countries. All other trademarks, service marks, registered trademarks, or registered service marks are the valuables in their respective owners.

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