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Subjective Quality Assessment for Cloud Gaming

机译:云游戏的主观质量评估

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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.
机译:采用主观测试中,我们研究了网络参数,延迟和丢包率的影响,对云游戏的QoE。我们研究了三种不同的游戏,基于流派,普及,内容的复杂性和速度选择,并且在受控的网络环境中对它们进行测试,使用一种新的仿真器来创建的,而不是依靠静态的平均延迟现实的对数正态分布的延迟分布,如前所用;我们也用秒差距为代表的技术状态良好。我们捕获用户评级的一个序绝对分类评定量表三个质量方面:视频体验质量,游戏可玩性的QoE,以及总体的QoE。我们发现,平均意见得分(MOS),用于与内容的复杂和速度最高水平的比赛是最严重影响网络损伤。我们还表明,交互式云应用的QoE更多地依赖于游戏可玩性比游戏的视频质量。与早期的研究中,在MOS的差异正在使用的基础维度的分布验证。 Wilcoxon符号秩检验表明,视频体验质量和游戏可玩性的QoE的分布是不显著不同。

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