Pregled bibliografske jedinice broj: 720759
Empirical QoE Study of In-Home Streaming of Online Games
Empirical QoE Study of In-Home Streaming of Online Games // Proceedings of the 13th Annual Workshop on Network and Systems Support for Games, NetGames 2014
Nagoya, Japan, 2014. str. 1-6 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
CROSBI ID: 720759 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Empirical QoE Study of In-Home Streaming of Online Games
Autori
Slivar, Ivan ; Sužnjević, Mirko, Skorin-Kapov, Lea ; Matijašević, Maja
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni
Izvornik
Proceedings of the 13th Annual Workshop on Network and Systems Support for Games, NetGames 2014
/ - , 2014, 1-6
Skup
The 13th Annual Workshop on Network and Systems Support for Games, NetGames 2014
Mjesto i datum
Nagoya, Japan, 04.12.2014. - 05.12.2014
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
QoE ; MMORPG ; Cloud gaming ; User study
Sažetak
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.
Izvorni jezik
Engleski
POVEZANOST RADA
Ustanove:
Fakultet elektrotehnike i računarstva, Zagreb
Profili:
Mirko Sužnjević
(autor)
Lea Skorin-Kapov
(autor)
Maja Matijašević
(autor)
Ivan Slivar
(autor)