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
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;
Conference_Titel :
Information Technology: New Generations (ITNG), 2013 Tenth International Conference on
Conference_Location :
Las Vegas, NV
Print_ISBN :
978-0-7695-4967-5
DOI :
10.1109/ITNG.2013.79