DocumentCode
2651316
Title
Empirical study of subjective quality for Massive Multiplayer Games
Author
Ries, Michal ; Svoboda, Philipp ; Rupp, Markus
Author_Institution
Inst. of Commun. & Radio-Freq., Vienna Univ. of Technol., Vienna
fYear
2008
fDate
25-28 June 2008
Firstpage
181
Lastpage
184
Abstract
Online gaming is a member of the real time interactive multimedia services. This service suffers from all impairments on the networking layer that increase the latency, respectively the responsiveness. The quality of service (QoS) of online gaming is becoming an important issue due to a massive increase of online games (Half-life, War-craft) with a significant player community. The purpose of this project is to investigate the impact of network impairments (delay, jitter) on the perceived QoS. We hereby focus on massively multiplayer online games (MMOG), due to their amount of active users and their popularity. The initial step is to develop a test setup for subjective quality evaluation for MMOG games. The final outcome of this paper is to propose a QoS metric for online gaming.
Keywords
computer games; delays; interactive systems; jitter; multimedia computing; quality of service; real-time systems; Half-life; War-craft; delay; jitter; massive multiplayer games; network impairments; online gaming; quality of service; real time interactive multimedia services; subjective quality evaluation; Application software; Communications technology; Delay; Jitter; Land mobile radio cellular systems; Performance analysis; Quality of service; Radio frequency; Testing; Web and internet services; MMOG; QoS; online gaming; quality metric;
fLanguage
English
Publisher
ieee
Conference_Titel
Systems, Signals and Image Processing, 2008. IWSSIP 2008. 15th International Conference on
Conference_Location
Bratislava
Print_ISBN
978-80-227-2856-0
Electronic_ISBN
978-80-227-2880-5
Type
conf
DOI
10.1109/IWSSIP.2008.4604397
Filename
4604397
Link To Document