• DocumentCode
    588039
  • Title

    Are all games equally cloud-gaming-friendly? An electromyographic approach

  • Author

    Yeng-Ting Lee ; Kuan-Ta Chen ; Han-I Su ; Chin-Laung Lei

  • Author_Institution
    Dept. of Electr. Eng., Nat. Taiwan Univ., Taipei, Taiwan
  • fYear
    2012
  • fDate
    22-23 Nov. 2012
  • Firstpage
    1
  • Lastpage
    6
  • Abstract
    Cloud gaming now makes any computer game playable on a thin client without the previous worries and frustrations about the hardware requirements. It frees players from the need to frequently upgrade their computers as they can now play games that are hosted on remote servers with a broadband Internet connection and a thin client. However, cloud games are intrinsically more susceptible to latency than online games because game graphics are rendered on cloud servers and thin clients do not possess game state information that is required by delay compensation techniques. In this paper, we investigate how the response latency in cloud gaming would affect users´ experience and how the impact of latency on players´ experience varies among different games. We show that not all games are equally friendly to cloud gaming. That is, the same degree of latency may have very different impacts on a game´s quality of experience depending on the game´s real-time strictness. We thus develop a model that can predict a game´s real-time strictness based on the rate of players´ inputs and the game screen dynamics. The model can be used to simultaneously enhance players´ gaming experience and optimize the operation cost of data centers.
  • Keywords
    Internet; broadband networks; cloud computing; computer centres; computer games; electromyography; human computer interaction; network computers; quality of experience; rendering (computer graphics); broadband Internet connection; cloud servers; computer game; data centers; electromyographic approach; friendly cloud gaming; game graphics; game real-time strictness; game screen dynamics; hardware requirements; operation cost optimization; player gaming experience; player inputs rate; quality of experience; remote servers; rendering; response latency; thin client; user experience; Computers; Delay; Games; Muscles; Predictive models; Real-time systems; Vectors;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Network and Systems Support for Games (NetGames), 2012 11th Annual Workshop on
  • Conference_Location
    Venice
  • ISSN
    2156-8138
  • Print_ISBN
    978-1-4673-4576-7
  • Electronic_ISBN
    2156-8138
  • Type

    conf

  • DOI
    10.1109/NetGames.2012.6404025
  • Filename
    6404025