<p>The enhancement reached in the telecommunication field, especially in cellular communications, has led to the emergence of multiple multimedia services. The easy supported by the mobile networks together with their novelty has triggered their popularization among society, being considered already essential in the daily life. Likewise, the increasingly connectivity dependence of these services leads to have a huge impact of the network on the user’s perception, being their adequate provision one of the biggest concerns among telcos. Moreover, data encryption used for the security and integration of network information exchanged, together with the limited access to the application data, difficulties the assessment of the service’s end-to-end (E2E) performance. In this scope, this work presents a dataset based on multiple metrics namely KQIs, which provide the E2E conditions of different services. Particularly, the dataset considers video streaming and cloud gaming (CG) services. Furthermore, a detailed description of the testbed where the dataset has been generated is given, discussing the reasoning behind the choices made for its development.</p>
<p>The enhancement reached in the telecommunication field, especially in cellular communications, has led to the emergence of multiple multimedia services. The easy supported by the mobile networks together with their novelty has triggered their popularization among society, being considered already essential in the daily life. Likewise, the increasingly connectivity dependence of these services leads to have a huge impact of the network on the user’s perception, being their adequate provision one of the biggest concerns among telcos. Moreover, data encryption used for the security and integration of network information exchanged, together with the limited access to the application data, difficulties the assessment of the service’s end-to-end (E2E) performance. In this scope, this work presents a dataset based on multiple metrics namely KQIs, which provide the E2E conditions of different services. Particularly, the dataset considers video streaming and cloud gaming (CG) services. Furthermore, a detailed description of the testbed where the dataset has been generated is given, discussing the reasoning behind the choices made for its development.</p>
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