Abstract :"Quality of experience (QoE) is a measure of the customer's experience with a
service. In an online gaming scenario, players expect the experience to be realistic,
continuous and precise. It is important to know not just the end user's experience
but also the probable cause of the experience, good or bad. Understanding the cause
is essential for improving the game design via a feedback loop, which in turn con-
tributes towards game longevity.
We begin by focussing on two broad categories of the QoE measurement tech-
niques for gaming scenario, subjective and objective measurement. We then study
two frameworks, One-Click[4] and Perceptual View Inconsistency[5] from the perspec-
tive of the scenarios in which they can be applied, their ability and more importantly,
their inability to measure certain aspects of end user experience, and the diculties
encountered while applying these techniques. Subsequently, we try to propose a sim-
ple scheme in which both of these techniques can be used to complement each other
in a real life scenario, and get the best out of both."
Abstract: "Cloud gaming provides game-on-demand
(GoD) services over the Internet cloud. The goal is to
achieve faster response time and higher QoS. The
video game is rendered remotely on the game cloud
and decoded on thin client devices such as tablet
computer or smartphone. We design a game cloud with
a virtualized cluster of CPU/GPU servers at USC
GamePipe Laboratory. We enable interactive gaming
by taking full advantage of the cloud and local
resources for high quality of experience (QoE) gaming.
We report preliminary performance results on
the game latency and frame rate. We find 109 ~ 131 ms
latency in using the game cloud, which is 14% ~ 38%
lower than 200 ms latency experienced on a thin local
computer. Moreover, the frame rate from the cloud is
25% ~ 35% higher than that of using a client computer
alone. Base on these findings, we anticipate game
cloud to have a performance gain or QoS improvement
of 14% ~ 38% over video gaming on a thin client
device such as a smartphone or a tablet computer."