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Assessing the Quality of Experience of Cloud Gaming Services PDF

230 Pages·2022·3.981 MB·English
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T-Labs Series in Telecommunication Services Steven Schmidt Assessing the Quality of Experience of Cloud Gaming Services T-Labs Series in Telecommunication Services SeriesEditors SebastianMöller,QualityandUsabilityLab,TechnischeUniversitätBerlin,Berlin, Germany AxelKüpper,TelekomInnovationLaboratories,TechnischeUniversitätBerlin, Berlin,Germany AlexanderRaake,AudiovisualTechnologyGroup,TechnischeUniversität Ilmenau,Ilmenau,Germany It is the aim of the Springer Series in Telecommunication Services to foster an interdisciplinary exchange of knowledge addressing all topics which are essential for developing high-quality and highly usable telecommunication services. This includes basic concepts of underlying technologies, distribution networks, archi- tecturesandplatformsforservicedesign,deploymentandadaptation,aswellasthe users’ perception of telecommunication services. By taking a vertical perspective over all these steps, we aim to provide the scientific bases for the development and continuous evaluation of innovative services which provide a better value for their users. In fact, the human-centric design of high-quality telecommunication services – the so called “quality engineering” – forms an essential topic of this series,asitwillultimatelyleadtobetteruserexperienceandacceptance.Theseries isdirectedtowardsbothscientistsandpractitionersfromallrelateddisciplinesand industries. **Indexing:booksinthisseriesareindexinginScopus** Steven Schmidt Assessing the Quality of Experience of Cloud Gaming Services StevenSchmidt TechnischeUniversitätBerlin QualityandUsabilityLab Berlin,Germany ISSN2192-2810 ISSN2192-2829 (electronic) T-LabsSeriesinTelecommunicationServices ISBN978-3-031-06010-6 ISBN978-3-031-06011-3 (eBook) https://doi.org/10.1007/978-3-031-06011-3 ©TheEditor(s)(ifapplicable)andTheAuthor(s),underexclusivelicensetoSpringerNatureSwitzerland AG2023 Thisworkissubjecttocopyright.AllrightsaresolelyandexclusivelylicensedbythePublisher,whether thewholeorpartofthematerialisconcerned,specificallytherightsoftranslation,reprinting,reuse ofillustrations,recitation,broadcasting,reproductiononmicrofilmsorinanyotherphysicalway,and transmissionorinformationstorageandretrieval,electronicadaptation,computersoftware,orbysimilar ordissimilarmethodologynowknownorhereafterdeveloped. Theuseofgeneraldescriptivenames,registerednames,trademarks,servicemarks,etc.inthispublication doesnotimply,evenintheabsenceofaspecificstatement,thatsuchnamesareexemptfromtherelevant protectivelawsandregulationsandthereforefreeforgeneraluse. Thepublisher,theauthorsandtheeditorsaresafetoassumethattheadviceandinformationinthisbook arebelievedtobetrueandaccurateatthedateofpublication.Neitherthepublishernortheauthorsor theeditorsgiveawarranty,expressedorimplied,withrespecttothematerialcontainedhereinorforany errorsoromissionsthatmayhavebeenmade.Thepublisherremainsneutralwithregardtojurisdictional claimsinpublishedmapsandinstitutionalaffiliations. ThisSpringerimprintispublishedbytheregisteredcompanySpringerNatureSwitzerlandAG Theregisteredcompanyaddressis:Gewerbestrasse11,6330Cham,Switzerland Tomymotherandsister Preface In today’s age, various telecommunications services have become indispensable. However, not only telephony and video conferences but also gaming services determine the everyday life of many people. Driven by improvements in domains suchasvideoencoding,virtualization,andprocessingpower,anewparadigmcalled cloud gaming emerged. These services execute a video game on a distant cloud serverandstreamtheresultingsceneasavideototheuser,whointurncancontrol the game remotely. Although this new type of service offers many advantages, it alsoposesmanychallengestonetworkprovidersandserviceoperators,sincecloud gamingservicesareparticularlysusceptibletolatencyandrequireahighbandwidth. This book describes methods for measuring the quality of experience (QoE) of cloud gaming services which will not only allow comparable and valid research but also provide all necessary means to collect data for the development of QoE prediction models. These models can be used to plan network infrastructures and to optimize resource allocation. Aiming to establish a link between academia and industry, and to reduce the gap between quality of service (QoS) and QoE research, the presented work strongly contributes to recommendations of the TelecommunicationStandardizationSectoroftheInternationalTelecommunication Union(ITU-T).Thereaderwillhopefullyunderstandthatknowledgeaboutvarious influencing factors, assessment methods, and prediction models is necessary to developandmaintainacloudgamingservicesuccessfully.Thebookiswrittenfor students,researchers,andengineersinterestedintheassessmentoftheQoEofcloud gamingservices.Thepresentedassessmentmethodandotherresearchfindingsmay inparticularbeusefulforpersonsaimingtodevelopgamingQoEpredictionmodels and to investigate specific parameters of a cloud gaming service by means of user studies. The work presented was carried out within the scope of my PhD dissertation, which was conducted under the supervision of Prof. Dr.-Ing. Sebastian Möller in theQualityandUsabilityLabatTechnischeUniversitätBerlinfrom2016to2021. Berlin,Germany StevenSchmidt November2021 vii Acknowledgments The path to finalizing a dissertation is long and full of obstacles, but I have met numerouspeoplewhohelpedmeovercomeallthesechallengesoverthepastyears, andIamtrulythankful. Foremost,IwouldliketoexpressmydeepestthankstomysupervisorProf.Dr.- Ing. Sebastian Möller for providing me with guidance throughout all these years. Thank you very much for your continuous support, for all the time we spent with discussions,foryourrecommendationsaboutvariousdecisionsIhadtomake,and forenablingexcitingopportunitiesformypersonalgrowth. MytimeattheQualityandUsabilityLabwasnotonlyjoyfulduetoaninteresting researchtopicbutfirstandforemostduetoallmygreatcolleagues,ofwhomsome turnedintogoodfriends. Among these, my greatest thanks go to Saman Zadtootaghaj. You were an inspiration in many aspects of our close collaboration. Thank you for being such a good friend, for your reliable and professional support, for always being honest andopen-minded,andforthemanyinterestingdiscussionswehadtoprogressinour research.IwanttogivespecialthankstoBabakNaderi.Thankyouforalwaysbeing there,sharingyourexperiences,introducingmetothechallengesofcrowdsourcing, and the many interesting discussions about statistics we had. You helped me not losemyselfinmythoughtprocessesandaretrulyagreatteamplayer.Furthermore, I would like to express my gratitude to Saeed Shafiee Sabet for the delightful and constructive collaboration. You showed me different perspectives on our complex topic, and I could always count on you. A great thank you also goes to Nabajeet Barman. It was a pleasure to work with you, and I am thankful for all the great adviceyougavemeontheacademicandpersonallevel.Thankyou,JustusBeyer, forinitiatingthegamingQoEresearchattheQULab,introducingmetoyourwork, andtheinterestingresearchproposalyouwrote. MytraveltoSydneywithBenjaminWeiss,ThiloMichael,andStefanUhrigwas oneofthemostremarkableexperiencesIhadinthepastyears.Ialwaysliketothink aboutthistimeandalsowanttothankyouthreeforyourscientificsupport.Thank you,Benjamin,foryourhelpwiththedevelopmentofmyquestionnaire;thankyou, Thilo,foryoursupportwithourdailyteachinglife;andthankyou,Stefan,forthe ix x Acknowledgments many fruitfuldiscussion we had about user engagement and statisticalmethods as well as with proofreading my dissertation. And also, thank you to Prof. Andrew JohnstonformakingthisvisitpossiblebyhostingusattheUTS. Thank you to Jan-Niklas Voigt-Antons, Tanja Kojic, Falk Schiffner, Gabriel Mittag, Martin Burghart, Maija Poikela, Patrick Ehrenbrink, Friedemann Köster, and many others for being such a great team at the QU Lab, for many fruitful discussions, advise, and encouragements. And of course, also, a big thank you to Irene Hube-Achter and Yasmin Hillebrenner for your amazing administrative work and for always being supportive, pragmatic, and for creating a pleasant atmosphere in our office. You did more than one can hope for. Thank you also to Tobias Jettkowskiforyour technical support,whichenabled varioususerstudiesI conducted. Iwillcherishthememoriesofallourjointtravels,Iwillmissthecheesefondue inGenevawithyou,andIwishyouallthebestinyourfuturelife. Iwouldalsoliketothankmycommitteemembers,Prof.Dr.LeaSkorin-Kapov andDr.RaimundSchatz.Ihighlyappreciateyoureffortandhelpinco-examining mydissertation.AlsooutsideoftheQULab,Iwouldliketothankcolleagueswithin theITU-TStudyGroup12andQualinetmembersfortheirgreatwork. Lastly, I want to express my dearest gratitude to my family and friends for your understanding and ongoing support throughout these years. You allowed me todevelopmyself,toworkcarefree,andencouragedmeatanytime. Contents 1 Introduction .................................................................. 1 1.1 Motivation............................................................... 1 1.2 Scope .................................................................... 4 1.3 Structure................................................................. 6 References..................................................................... 7 2 QualityFactorsandFeatureSpaceofCloudGamingServices......... 9 2.1 QualityofExperienceResearch........................................ 9 2.2 AnIntroductiontoCloudGaming ..................................... 14 2.2.1 ComponentsofaCloudGamingSystem...................... 14 2.2.2 InfluencingFactorsonGamingQoE........................... 17 2.3 GamingQoETaxonomyforCloudGamingServices................. 22 2.3.1 Game-relatedQualityAspects ................................. 25 2.3.2 PlayerExperienceAspects..................................... 26 2.4 Summary ................................................................ 29 References..................................................................... 30 3 MethodsforAssessingGamingQoE....................................... 37 3.1 OverviewofAssessmentMethods..................................... 37 3.1.1 ClassificationofAssessmentMethods......................... 38 3.1.2 Questionnaire-BasedAssessmentofGamingQoE ........... 41 3.1.3 MethodsConsideredforResearchObjectives................. 48 3.2 ComparisonofInteractiveandPassiveTestParadigm(Study3.2)... 49 3.2.1 AppliedMethodologytoInvestigatetheTestParadigms..... 50 3.3 DesigningSubjectiveTestsMeasuringGamingQoE ................. 59 3.3.1 StandardizationActivities...................................... 59 3.3.2 TestDesignforITU-TRec.G.1072 ........................... 62 3.4 Summary ................................................................ 72 References..................................................................... 73 xi

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