skip to main content
column

Cloud mobile gaming: modeling and measuring user experience in mobile wireless networks

Published:12 July 2012Publication History
Skip Abstract Section

Abstract

With the evolution of mobile devices and networks, and the growing trend of mobile Internet access, rich multi-player gaming using mobile devices, similar to PC-based Internet games, has tremendous potential and interest. However, the current client-server architecture for PC-based Internet games, where most of the storage and computational burden of the game lies with the client device, does not work with mobile devices, constraining mobile gaming to either downloadable, single player games, or very light non-interactive versions of the rich multi-player Internet games. In this article, we study a cloud server based mobile gaming approach, termed Cloud Mobile Gaming (CMG), where the burden of executing the gaming engine is put on cloud servers, and the mobile devices just communicate the users' gaming commands to the servers. We analyze the factors affecting the Quality of user Experience (QoE) using the CMG approach, including the game genres, video settings, the conditions of server and client, and the conditions of the wireless network. A Mobile Gaming User Experience (MGUE) model is developed and validated through controlled subjective testing. We also develop a prototype for in-service measuring MGUE, and then use it to characterize user experience achievable using the CMG approach in a mobile cellular network. The MGUE model developed and validated in this article will be helpful for researchers and service providers to develop and assess the performance of future cloud mobile gaming techniques and services.

References

  1. D. S. Hands, "A Basic Multimedia Quality Model," IEEE Transactions on Multimedia, vol. 6, no. 6, pp. 806--816, Dec. 2004. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. A. Takahashi, H. Yoshino, and N. Kitawaki, "Perceptual QoS Assessment Technologies for VoIP," IEEE Communications Magazine, pp. 28--34, Jul. 2004. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. S. Tasaka and Y. Watanabe, "Real-Time Estimation of User-Level QoS in Audio-Video IP Transmission by Using Temporal and Spatial Quality," IEEE GLOBECOM, Nov. 2007.Google ScholarGoogle Scholar
  4. K. Yamagishi and T. Hayashi, "Opinion Model for Estimating Video Quality of Videophone Services," IEEE GLOBECOM, Nov. 2006.Google ScholarGoogle Scholar
  5. M. Ries, O. Nemethova, M. Rupp, "Video Quality Estimation for Mobile H.264/AVC Video Streaming," Journal of Communications, vol. 3, pp. 41--50, 2008.Google ScholarGoogle ScholarCross RefCross Ref
  6. S. Wang, S. Dey, "Modeling and Characterizing User Experience in a Cloud Server Based Mobile Gaming Approach," in IEEE GLOBECOM, Nov. 2009. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. S. Wang, S. Dey, "Rendering Adaptation to Address Communication and Computation Constraints in Cloud Mobile Gaming," in IEEE GLOBECOM, Dec. 2010.Google ScholarGoogle Scholar
  8. M. Bredel, M. Fidler, "A Measurement Study regarding Quality of Service and its Impact on Multiplayer Online Games", In ACM SIGCOMM workshop on Network and System Support for Games, (NetGames), 2010. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. M. Claypool and K. Claypool, "Latency and Player Actions in Online Games," Communications of the ACM, 49(11), 2006. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. M. Dick, O. Wellnitz, and L. Wolf, "Analysis of Factors Affecting Players' Performance and Perception in Multiplayer Games", In ACM SIGCOMM workshop on Network and System Support for Games, (NetGames), 2005. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. W.-C. Feng, F. Chang, W.-C.Feng, and J. Walpole, "A Traffic Characterization of Popular On-line Games", IEEE/ACM Tranactions on Networking, vol 13, no.3, pp.588--500, Jun. 2005. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. T. Fritsch, H. Ritter and J. Schiller, "The Effect of Latency and Network Limitations on MMORPGs - (A Field Study of Everquest2)", In ACM SIGCOMM workshop on Network and System Support for Games, (NetGames), 2005. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. T. Yasui, et al., "Influences of Network Latency and Packet Loss on Consistency in Networked Racing Games," In ACM SIGCOMM workshop on Network and System Support for Games, (NetGames), 2005. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. ITU-T Recommendation ITU-T P.800, "Methods for Subjective Determination of Transmission Quality," 1996.Google ScholarGoogle Scholar
  15. ITU-T Recommendation G.107, "The E-model, a Computational Model for Use in Transmission Planning," Mar. 2005.Google ScholarGoogle Scholar
  16. ITU-T J.144, "Objective Perceptual Video Quality Measurement Techniques for Digital Cable Television in the Presence of a Full Reference," Mar. 2004.Google ScholarGoogle Scholar
  17. ITU-T Contribution COM12-D13-E, "Proposal on Basic Concepts of a Multimedia Quality Assessment Model," Jan. 2005.Google ScholarGoogle Scholar
  18. ITU-T Recommendation G.1070, "Opinion Model for Videotelephony," Apr. 2007.Google ScholarGoogle Scholar
  19. A. Jurgelionis et al., "Platform for Distributed 3D Gaming", International Journal of Computer Games Technology, Volume 2009, Article ID 231863. Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. I. Nave, H. David, A. Shani, A. Laikari, P. Eisert, and P.Fechteler, "Games@Large Graphics Streaming Architecture," Proceedings of the 12th Annual IEEE International Symposium on Consumer Electronics, pp. 1--4, Algarve, Portugal, Apr. 2008.Google ScholarGoogle Scholar
  21. "Onlive", http://www.onlive.com.Google ScholarGoogle Scholar

Recommendations

Comments

Login options

Check if you have access through your login credentials or your institution to get full access on this article.

Sign in

Full Access

  • Published in

    cover image ACM SIGMOBILE Mobile Computing and Communications Review
    ACM SIGMOBILE Mobile Computing and Communications Review  Volume 16, Issue 1
    January 2012
    28 pages
    ISSN:1559-1662
    EISSN:1931-1222
    DOI:10.1145/2331675
    Issue’s Table of Contents

    Copyright © 2012 Authors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 12 July 2012

    Check for updates

    Qualifiers

    • column

PDF Format

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader