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Cloud based games have significantly larger network band-width requirements when compared with traditional online games (up to two orders of magnitude). Differences in transmission characteristics can be observed not only between various cloud gaming platforms, but also between different games played on the same platform. As the differences between games on… (More)
—Subjective self-assessment is a frequently used method when it comes to Quality of Experience assessment in general. If correctly used a variety of scales can be applied to assess the quality of cloud gaming for different constructs such as experienced quality or flow. Besides self-assessment, physiological correlates are a promising method to measure the… (More)
—Studying cloud gaming QoE, we found the video compression bitrate and the played game level to significantly influence the system's feedback delay. We present a novel low-cost approach to accurately measure the latency between a user command and the system response using the popular Arduino microcontroller platform and conclude with lessons learned for… (More)
a recommendation might in the end be applied by non-expert users, hence wrong decisions in the evaluation design could negatively affect gaming QoE throughout the evaluation.
Cloud Gaming is a paradigm shift in that games are not executed on the player's device but on a remote server, which delivers a live video stream of the game over the network to the client and takes input commands in return. We present the first truly mobile open-source cloud gaming system, which runs instances of the Android Open Source Project (AOSP)… (More)