Empirical QoE Study of In-Home Streaming of Online Games (CROSBI ID 615410)
Prilog sa skupa u zborniku | izvorni znanstveni rad | međunarodna recenzija
Podaci o odgovornosti
Slivar, Ivan ; Sužnjević, Mirko, Skorin-Kapov, Lea ; Matijašević, Maja
engleski
Empirical QoE Study of In-Home Streaming of Online Games
In-home game streaming technologies offer attractive solutions for streaming online game content to a wide range of low-end and thin client devices via wired/wireless local area connections, mitigating the effects of network limitations that pose challenges in directly delivering cloud-based games to such devices. In this paper, we aim to study whether (and to what extent) the rendering and streaming of game content to client devices (from an in-home server) imposes a degradation in gam- ing QoE as compared to the case of playing using a traditional online game client. We report on the results of an empirical study whereby an in-home game streaming scenario is set up using the GamingAnywhere platform, and participants are asked to provides subjective QoE assessments while playing a Massive Multiplayer Online Role Playing game (World of Warcraft). We test the impact of different delay and loss conditions, emulated along the external Internet link from the online game server to the home. Results show that switching from an online client to a in-home streaming client consistently imposes perceived game quality degradations. Further, we report on the ”willingness to keep playing” under different network condition in both online and in-home game streaming cases.
QoE ; MMORPG ; Cloud gaming ; User study
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Podaci o prilogu
1-6.
2014.
objavljeno
Podaci o matičnoj publikaciji
Proceedings of the 13th Annual Workshop on Network and Systems Support for Games, NetGames 2014
Podaci o skupu
The 13th Annual Workshop on Network and Systems Support for Games, NetGames 2014
predavanje
04.12.2014-05.12.2014
Nagoya, Japan