Gaming in the clouds: QoE and the users' perspective

Gaming in the clouds: QoE and the users' perspective
复制标题

DOI:
10.1016/j.mcm.2011.12.014
复制
发表时间:
2013-06-01
影响因子:
--
通讯作者:
Hossfeld, Tobias
Hossfeld, Tobias
中科院分区:
其他
文献类型:
--
作者:
Jarschel, Michael;Schlosser, Daniel;Hossfeld, Tobias

文献摘要

被引文献

相似文献

云游戏是一种新的服务,它结合了云计算和在线游戏的成功理念。它从数据中心远程为用户提供完整的游戏体验。玩家不再依赖于特定类型或质量的游戏硬件,而是能够使用通用设备。终端设备只需要宽带互联网连接和显示高清 (HD) 视频的能力。虽然这可能会降低用户的硬件成本并通过省略零售链来增加开发人员的收入,但它也对底层网络的带宽和延迟方面的服务质量提出了新的挑战。在本文中,我们介绍了针对云游戏中用户感知的体验质量 (QoE) 进行的主观用户研究的结果。我们设计了一个测量环境,模拟这种新型服务,定义用户评估 QoE 的测试,从我们的结果中得出关键影响因素 (KIF) 以及内容和感知的影响。 (C) 2011 Elsevier Ltd. 保留所有权利。
Cloud Gaming is a new kind of service, which combines the successful concepts of Cloud Computing and Online Gaming. It provides the entire game experience to the users remotely from a data center. The player is no longer dependent on a specific type or quality of gaming hardware, but is able to use common devices. The end device only needs a broadband internet connection and the ability to display High Definition (HD) video. While this may reduce hardware costs for users and increase the revenue for developers by leaving out the retail chain, it also raises new challenges for service quality in terms of bandwidth and latency for the underlying network. In this paper we present the results of a subjective user study we conducted into the user-perceived quality of experience (QoE) in Cloud Gaming. We design a measurement environment, that emulates this new type of service, define tests for users to assess the QoE, derive Key Influence Factors (KIF) and influences of content and perception from our results. (C) 2011 Elsevier Ltd. All rights reserved.