Cloud gaming in education: Evaluation of multiple game streams in a shared WLAN

Iva Slivar, M. Sužnjević, Lea Skorin-Kapov, Vanja Ilic
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引用次数: 3

Abstract

This paper presents a platform for using digital games in an educational scenario - teaching in classrooms. The platform is based on the cloud gaming concept, whereby game content is delivered from a server to a client as a video stream, and game controls are sent from the client to the server. We shortly present the architecture of the solution and focus on the evaluation of the network performance inside schools. We study user perceived cloud gaming performance under the impact of multiple cloud gaming streams in a shared WLAN. An empirical user study was performed using the GamingAnywhere platform wherein participants were asked to report on perceived degradations of game play quality imposed by incrementally adding additional artificially generated cloud gaming streams to the same network. Results show that degradations are perceived (in the form of video jitter and higher latency) by most participants when four or more cloud gaming traffic flows share the same wireless access point.
本文提出了一个在课堂教学中使用数字游戏的平台。该平台基于云游戏概念,游戏内容以视频流的形式从服务器发送到客户端,游戏控制从客户端发送到服务器。我们将简要介绍该解决方案的体系结构,并重点介绍对学校内部网络性能的评估。我们研究了在共享WLAN中多个云游戏流的影响下用户感知的云游戏性能。使用GamingAnywhere平台进行了一项经验用户研究,其中参与者被要求报告通过向同一网络添加额外的人工生成的云游戏流而感知到的游戏质量下降。结果表明,当四个或更多的云游戏流量共享相同的无线接入点时,大多数参与者都能感知到降级(以视频抖动和更高延迟的形式)。
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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