建模游戏QoE:探讨帧率和比特率对云游戏的影响

Saman Zadtootaghaj, Steven Schmidt, S. Möller
{"title":"建模游戏QoE:探讨帧率和比特率对云游戏的影响","authors":"Saman Zadtootaghaj, Steven Schmidt, S. Möller","doi":"10.1109/QoMEX.2018.8463416","DOIUrl":null,"url":null,"abstract":"Recent advances of streaming services and the upcoming new generation of mobile networks, 5G, offering low end-to-end delay as well as high bandwidths, promise a bright future for cloud gaming applications. Cloud gaming, in the contrary to traditional gaming services, suffers not only from system factors on the client, but is also affected significantly by the network, server specification and encoding parameters. In this paper, we present the results of a subjective experiment aiming to investigate the impact of two influencing factors, frame rate and bit rate, on the gaming Quality of Experience. The results reveal that a trade-off between an acceptable video quality and interaction quality exists. In case of very low bit rates, lowering the frame rate can improve the video quality while at some point, jerkiness becomes visible which affects the video quality negatively and the control over the game will be strongly reduced. Furthermore, even though in the gaming community a frame rate of 60 fps is desired, no significant difference for quality ratings, as well as performance ratings, was found between 60 fps and 25 fps. Therefore, it would be highly valuable for service providers to find an ideal strategy for this issue. In addition, we investigate the impact of video encoding on gaming experience dimensions. Finally, a first attempt to model the impact of two influencing factors on overall quality will be presented.","PeriodicalId":6618,"journal":{"name":"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"26 1","pages":"1-6"},"PeriodicalIF":0.0000,"publicationDate":"2018-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"29","resultStr":"{\"title\":\"Modeling Gaming QoE: Towards the Impact of Frame Rate and Bit Rate on Cloud Gaming\",\"authors\":\"Saman Zadtootaghaj, Steven Schmidt, S. Möller\",\"doi\":\"10.1109/QoMEX.2018.8463416\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Recent advances of streaming services and the upcoming new generation of mobile networks, 5G, offering low end-to-end delay as well as high bandwidths, promise a bright future for cloud gaming applications. Cloud gaming, in the contrary to traditional gaming services, suffers not only from system factors on the client, but is also affected significantly by the network, server specification and encoding parameters. In this paper, we present the results of a subjective experiment aiming to investigate the impact of two influencing factors, frame rate and bit rate, on the gaming Quality of Experience. The results reveal that a trade-off between an acceptable video quality and interaction quality exists. In case of very low bit rates, lowering the frame rate can improve the video quality while at some point, jerkiness becomes visible which affects the video quality negatively and the control over the game will be strongly reduced. Furthermore, even though in the gaming community a frame rate of 60 fps is desired, no significant difference for quality ratings, as well as performance ratings, was found between 60 fps and 25 fps. Therefore, it would be highly valuable for service providers to find an ideal strategy for this issue. In addition, we investigate the impact of video encoding on gaming experience dimensions. Finally, a first attempt to model the impact of two influencing factors on overall quality will be presented.\",\"PeriodicalId\":6618,\"journal\":{\"name\":\"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)\",\"volume\":\"26 1\",\"pages\":\"1-6\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-05-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"29\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/QoMEX.2018.8463416\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/QoMEX.2018.8463416","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 29

摘要

流媒体服务的最新进展和即将到来的新一代移动网络5G,提供低端到端延迟和高带宽,为云游戏应用带来了光明的未来。与传统游戏服务不同,云游戏不仅受到客户端系统因素的影响,还受到网络、服务器规格和编码参数的显著影响。在本文中,我们提出了一项主观实验的结果,旨在研究帧率和比特率这两个影响因素对游戏体验质量的影响。结果表明,在可接受的视频质量和交互质量之间存在权衡。在比特率非常低的情况下,降低帧率可以提高视频质量,但在某些情况下,抖动会变得明显,这会对视频质量产生负面影响,对游戏的控制也会大大降低。此外,尽管在游戏社区中希望帧率达到60帧/秒,但在60帧/秒和25帧/秒之间,质量评级和性能评级并没有显著差异。因此,对于服务提供商来说,为这个问题找到一个理想的策略是非常有价值的。此外,我们还研究了视频编码对游戏体验维度的影响。最后,本文将首次尝试建立两个影响因素对整体质量影响的模型。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Modeling Gaming QoE: Towards the Impact of Frame Rate and Bit Rate on Cloud Gaming
Recent advances of streaming services and the upcoming new generation of mobile networks, 5G, offering low end-to-end delay as well as high bandwidths, promise a bright future for cloud gaming applications. Cloud gaming, in the contrary to traditional gaming services, suffers not only from system factors on the client, but is also affected significantly by the network, server specification and encoding parameters. In this paper, we present the results of a subjective experiment aiming to investigate the impact of two influencing factors, frame rate and bit rate, on the gaming Quality of Experience. The results reveal that a trade-off between an acceptable video quality and interaction quality exists. In case of very low bit rates, lowering the frame rate can improve the video quality while at some point, jerkiness becomes visible which affects the video quality negatively and the control over the game will be strongly reduced. Furthermore, even though in the gaming community a frame rate of 60 fps is desired, no significant difference for quality ratings, as well as performance ratings, was found between 60 fps and 25 fps. Therefore, it would be highly valuable for service providers to find an ideal strategy for this issue. In addition, we investigate the impact of video encoding on gaming experience dimensions. Finally, a first attempt to model the impact of two influencing factors on overall quality will be presented.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信