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."
"This is the halftime performance of The Ohio State University Marching Band on 10/6/12 against Nebraska. The theme was Video games and it included parts from Zelda, Halo, Pokemon, Tetris, and others. "
"The high cost of launching resources from the Earth's surface is a significant barrier to future long-
duration human space exploration. A future resource economy in space may allow resource production,
processing, storage, and transportation at distributed locations, but will have many stakeholders with var-
ied and potentially competing objectives. Simulation games provide a medium for communication and
learning richer than papers or linear presentations by combining the technical capabilities of simulation
models with human interaction. Building on technology powering military wargames, federated simulation
architectures such as HLA-Evolved use independently-developed simulation models connected over a dis-
tributed network of computers. This paper presents an approach for developing a multi-player simulation
gaming environment where human players take on roles of organizations or government agencies within
scenarios designed to address the design and operation of a resource economy in space. The game design
addresses the number of players, time advancement, level of abstraction, scenario selection, and other de-
cisions based on past simulation games in the domains of military-political, educational, disaster response,
and business-management games. Future research will focus on evaluating game executions to analyze
human decision-making under various scenarios. Quantitative analysis of decisions using game logs com-
bined with qualitative analysis of interviews and surveys will contribute to strategies for a future resource
economy in space."