Subjective Quality Assessment for Cloud Gaming

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 emu...

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Main Authors: Abdul Wahab, Nafi Ahmad, Maria G. Martini, John Schormans
Format: Article
Language:English
Published: MDPI AG 2021-08-01
Series:J
Subjects:
Online Access:https://www.mdpi.com/2571-8800/4/3/31
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spelling doaj-40a9f9dbf01f4725aa31dada78324a4d2021-09-26T00:27:35ZengMDPI AGJ2571-88002021-08-0143140441910.3390/j4030031Subjective Quality Assessment for Cloud GamingAbdul Wahab0Nafi Ahmad1Maria G. Martini2John Schormans3School of Electronic Engineering and Computer Science, Queen Mary University of London, Mile End Road, London E1 4NS, UKSchool of Electronic Engineering and Computer Science, Queen Mary University of London, Mile End Road, London E1 4NS, UKSchool of Computer Science and Mathematics, Kingston University, River House, 53-57 High Street, Kingston upon Thames, Surrey KT1 1LQ, UKSchool of Electronic Engineering and Computer Science, Queen Mary University of London, Mile End Road, London E1 4NS, UKUsing 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.https://www.mdpi.com/2571-8800/4/3/31quality of experience (QoE)quality of service (QoS)packet loss ratios (PLR)cloud gaminginteractive gamingvideo QoE
collection DOAJ
language English
format Article
sources DOAJ
author Abdul Wahab
Nafi Ahmad
Maria G. Martini
John Schormans
spellingShingle Abdul Wahab
Nafi Ahmad
Maria G. Martini
John Schormans
Subjective Quality Assessment for Cloud Gaming
J
quality of experience (QoE)
quality of service (QoS)
packet loss ratios (PLR)
cloud gaming
interactive gaming
video QoE
author_facet Abdul Wahab
Nafi Ahmad
Maria G. Martini
John Schormans
author_sort Abdul Wahab
title Subjective Quality Assessment for Cloud Gaming
title_short Subjective Quality Assessment for Cloud Gaming
title_full Subjective Quality Assessment for Cloud Gaming
title_fullStr Subjective Quality Assessment for Cloud Gaming
title_full_unstemmed Subjective Quality Assessment for Cloud Gaming
title_sort subjective quality assessment for cloud gaming
publisher MDPI AG
series J
issn 2571-8800
publishDate 2021-08-01
description 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.
topic quality of experience (QoE)
quality of service (QoS)
packet loss ratios (PLR)
cloud gaming
interactive gaming
video QoE
url https://www.mdpi.com/2571-8800/4/3/31
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