Subjective quality assessment for cloud gaming

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    Abstract

    Using subjective testing, we study the effect of the network parameters, delay and packet loss ratio, on the QoE of cloud gaming. We studied three different games, selected based on genre, popularity, content complexity and pace, and tested them in a controlled network environment, using a novel emulator to create realistic lognormal delay distributions instead of relying on a static mean delay, as used previously; we also used Parsec as a good representative of the state of the art. We captured user ratings on an ordinal Absolute Category Rating scale for three quality dimensions: Video QoE, Game-Playability QoE, and Overall QoE. We show that Mean Opinion Scores (MOS) for the game with the highest levels of content complexity and pace are most severely affected by network impairments. We also show that the QoE of interactive cloud applications rely more on the game playability than the video quality of the game. Unlike earlier studies, the differences in MOS are validated using the distributions of the underlying dimensions. A Wilcoxon Signed-Rank test showed that the distributions of Video QoE and Game Playability QoE are not significantly different.
    Original languageEnglish
    Pages (from-to)404-419
    JournalJ - An Open Access Journal of Multidisciplinary Science
    Volume4
    Issue number3
    Early online date5 Aug 2021
    DOIs
    Publication statusPublished - 30 Sept 2021

    Keywords

    • Computer science and informatics
    • cloud gaming
    • gaming influence factors
    • immersion
    • interactive gaming
    • packet loss ratios (PLR)
    • quality of experience (QoE)
    • quality of service (QoS)
    • video QoE

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