• 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