DocumentCode
3257722
Title
Subjective Evaluation of Latency and Packet Loss in a Cloud-Based Game
Author
Clincy, Victor ; Wilgor, Brandon
Author_Institution
Dept. of Comput. Sci., Kennesaw State Univ., Kennesaw, GA, USA
fYear
2013
fDate
15-17 April 2013
Firstpage
473
Lastpage
476
Abstract
On-demand multimedia services are more popular than ever and continue to grow. Consumers can now stream music, movies, television, and video games at the push of a button. Such services typically require a minimum connection speed to support streaming. However, transient network effects such as packet loss and delay variation can play a crucial role in determining the user quality of experience (QoE) in streaming multimedia systems. This paper will seek to establish the subjective impact of negative network effects on the user experience of a popular cloud-based on-demand video game service.
Keywords
cloud computing; computer games; media streaming; quality of experience; QoE; cloud-based game; cloud-based on-demand video game service; delay variation; latency; movies streaming; multimedia system streaming; music streaming; negative network effects; on-demand multimedia services; packet loss; subjective evaluation; subjective impact; television streaming; transient network effects; user quality of experience; video games streaming; Cloud computing; Delays; Games; Indexes; Packet loss; Cloud Gaming; Latency; Performance; QoE;
fLanguage
English
Publisher
ieee
Conference_Titel
Information Technology: New Generations (ITNG), 2013 Tenth International Conference on
Conference_Location
Las Vegas, NV
Print_ISBN
978-0-7695-4967-5
Type
conf
DOI
10.1109/ITNG.2013.79
Filename
6614351
Link To Document