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QoE and Latency Issues in Networked Games


Saldana, Jose; Sužnjević, Mirko
QoE and Latency Issues in Networked Games // Handbook of Digital Games and Entertainment Technologies / Nakatsu, Ryohei ; Rauterberg, Matthias ; Ciancarini, Paolo (ur.).
Singapore: Springer, 2016. str. 1-36


Naslov
QoE and Latency Issues in Networked Games

Autori
Saldana, Jose ; Sužnjević, Mirko

Vrsta, podvrsta i kategorija rada
Poglavlja u knjigama, ostalo

Knjiga
Handbook of Digital Games and Entertainment Technologies

Urednik/ci
Nakatsu, Ryohei ; Rauterberg, Matthias ; Ciancarini, Paolo

Izdavač
Springer

Grad
Singapore

Godina
2016

Raspon stranica
1-36

ISBN
978-981-4560-52-8

Ključne riječi
Online games ; Quality of Experience ; Latency ; Network Impairments ; Real-time interaction

Sažetak
The rise of the Internet opened new possibilities for computer games, allowing real-time interaction between players in different parts of the world. Online games permit a number of people to compete in a shared virtual world. However, the synchronization and the maintaining of a coherent game state to be shared by the applications of all the players is not a trivial problem: different sources of latency appear and may cause inconsistencies between the game states observed by each of the players. Different genres of online games present specific latency requirements, depending on the game dynamics, its characteristics, and the level of interaction between the players. This chapter discusses the different mechanisms that companies use in order to overcome the problem of network latency when providing online games: the use of low-bandwidth traffic flows, the different protocols used at transport level, the architectures employed, the distribution of the hardware resources, the mechanisms for hiding the effect of the network to the players, etc. In addition, the different techniques used for estimating the user’s Quality of Experience from network parameters are surveyed. Although latency is the most important parameter, other ones such as packet loss, delay variation (jitter), or bandwidth are also considered. Different QoE-enhancing mechanisms, such as client-side prediction or server delay compensation, are summarized. Other scalability-related techniques are also explained.

Izvorni jezik
Engleski

Znanstvena područja
Računarstvo



POVEZANOST RADA


Projekt / tema
HRZZ-IP-2013-11-8065 - Komunikacije usmjerene čovjeku u pametnim mrežama (Maja Matijašević, )

Ustanove
Fakultet elektrotehnike i računarstva, Zagreb

Profili:

Avatar Url Mirko Sužnjević (autor)

Citiraj ovu publikaciju

Saldana, Jose; Sužnjević, Mirko
QoE and Latency Issues in Networked Games // Handbook of Digital Games and Entertainment Technologies / Nakatsu, Ryohei ; Rauterberg, Matthias ; Ciancarini, Paolo (ur.).
Singapore: Springer, 2016. str. 1-36
Saldana, J. & Sužnjević, M. (2016) QoE and Latency Issues in Networked Games. U: Nakatsu, R., Rauterberg, M. & Ciancarini, P. (ur.) Handbook of Digital Games and Entertainment Technologies. Singapore, Springer, str. 1-36.
@inbook{inbook, year = {2016}, pages = {1-36}, keywords = {Online games, Quality of Experience, Latency, Network Impairments, Real-time interaction}, isbn = {978-981-4560-52-8}, title = {QoE and Latency Issues in Networked Games}, keyword = {Online games, Quality of Experience, Latency, Network Impairments, Real-time interaction}, publisher = {Springer}, publisherplace = {Singapore} }