Subjective Quality of Experience Assessment in Mobile Cloud Games

H. S. Rossi, Niclas Ögren, Karan Mitra, Irina Cotanis, C. Åhlund, Per Johansson
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引用次数: 1

Abstract

The rise of mobile cloud gaming (MCG) has necessitated understanding its impact on mobile network design and deployment for end users' QoE maximization. MCG is a dynamic service that requires stringent quality from network operators. Therefore, this paper investigates the subjective QoE of MCG over mobile networks played on smartphones. We conducted subjective tests (N=31); our results indicate that MCG is affected differently by QoS attributes such as packet loss (PL), round trip time (RTT) and jitter compared to cloud games and online mobile games. We identify that RTT values above 100 milliseconds significantly impact users' QoE, measured via the mean opinion score (MOS). Further, lower RTT values with high PL; and higher RTT values with low PL cause a strong negative effect on MOS. Lastly, bursty jitter seems to affect the MOS, while random jitter does not significantly impact MOS.
移动云游戏的主观体验质量评价
随着移动云游戏(MCG)的兴起,我们有必要了解其对移动网络设计和部署的影响,从而最大化终端用户的QoE。MCG是一项动态服务,对网络运营商的质量要求非常严格。因此,本文研究了移动网络MCG在智能手机上的主观QoE。我们进行了主观测试(N=31);我们的研究结果表明,与云游戏和在线移动游戏相比,MCG受到诸如丢包(PL)、往返时间(RTT)和抖动等QoS属性的影响是不同的。我们发现超过100毫秒的RTT值显著影响用户的QoE,通过平均意见得分(MOS)来衡量。此外,低RTT值与高PL;较高的RTT值与较低的PL对MOS有较强的负影响。最后,突发抖动似乎影响MOS,而随机抖动不显著影响MOS。
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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