2010 9th Annual Workshop on Network and Systems Support for Games 2010
DOI: 10.1109/netgames.2010.5680283
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QoE assessment of interactivity and fairness in First Person Shooting with group synchronization control

Abstract: In networked real-time games such as First Person Shooting (FPS) through a network which does not guarantee the Quality of Service (QoS), the consistency and fairness among players may be disturbed owing to network delay and jitter. To keep the consistency and fairness high, this paper carries out group synchronization control, which adjusts the output timing among multiple terminals. However, the interactivity slightly deteriorates under the control. By the Quality of Experience (QoE) assessment for FPS, this… Show more

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Cited by 11 publications
(7 citation statements)
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“…One research group [Huang et al 2012;Iwata et al 2010;Tatematsu et al 2010;Kusunose et al 2010;Ida et al 2010] relies on subjective measures solely to assess the QoE of various applications. They use Mean Opinion Score (MOS) to determine the overall QoE.…”
Section: Measuring Qoe In Virtual Realitymentioning
confidence: 99%
“…One research group [Huang et al 2012;Iwata et al 2010;Tatematsu et al 2010;Kusunose et al 2010;Ida et al 2010] relies on subjective measures solely to assess the QoE of various applications. They use Mean Opinion Score (MOS) to determine the overall QoE.…”
Section: Measuring Qoe In Virtual Realitymentioning
confidence: 99%
“…Previous properties of QoE include: interactivity, responsiveness and consistency [1]; interactivity and fairness [2]; real-timeliness and interactivity [3]. It needs to be stated clearly that QoE is a subjective perception, so the properties of QoE cannot be directly replaced by objective attributes of system.…”
Section: A Basic Properties Of Qoementioning
confidence: 99%
“…An analysis of players' experience in different game scenarios [1], [2], [5] (e.g. shooting, moving, reward, exploring etc.…”
Section: A Basic Properties Of Qoementioning
confidence: 99%
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