QoE-driven performance analysis of cloud gaming services

Zi-Yi Wen, Hsu-Feng Hsiao
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引用次数: 24

Abstract

With the popularity of cloud computing services and the endorsement from the video game industry, cloud gaming services have emerged promisingly. In a cloud gaming service, the contents of games can be delivered to the clients through either video streaming or file streaming. Due to the strict constraint on the end-to-end latency for real-time interaction in a game, there are still challenges in designing a successful cloud gaming system, which needs to deliver satisfying quality of experience to the customers. In this paper, the methodology for subjective and objective evaluation as well as the analysis of cloud gaming services was developed. The methodology is based on a nonintrusive approach, and therefore, it can be used on different kinds of cloud gaming systems. There are challenges in such objective measurements of important QoS factors, due to the fact that most of the commercial cloud gaming systems are proprietary and closed. In addition, satisfactory QoE is one of the crucial ingredients in the success of cloud gaming services. By combining subjective and objective evaluation results, cloud gaming system developers can infer possible results of QoE levels based on the measured QoS factors. It can also be used in an expert system for choosing the list of games that customers can appreciate at a given environment, as well as for deciding the upper bound of the number of users in a system.
基于qos的云游戏服务性能分析
随着云计算服务的普及和视频游戏行业的认可,云游戏服务已经崭露头角。在云游戏服务中,游戏内容可以通过视频流或文件流传递给客户端。由于游戏中实时交互的端到端延迟受到严格的限制,设计一个成功的云游戏系统仍然存在挑战,它需要为客户提供满意的体验质量。本文提出了云游戏服务的主客观评价和分析方法。该方法基于非侵入性方法,因此可用于不同类型的云游戏系统。由于大多数商业云游戏系统都是专有的和封闭的,因此对重要的QoS因素的客观测量存在挑战。此外,令人满意的QoE是云游戏服务成功的关键因素之一。云游戏系统开发者将主观和客观的评价结果结合起来,根据测量到的QoS因素,推断出QoE水平的可能结果。它还可以用于专家系统中,用于在给定环境中选择用户可以欣赏的游戏列表,以及决定系统中用户数量的上限。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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