Proceedings of the 11th ACM Multimedia Systems Conference 2020
DOI: 10.1145/3339825.3391855
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A latency compensation technique based on game characteristics to mitigate the influence of delay on cloud gaming quality of experience

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Cited by 32 publications
(11 citation statements)
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“…Apart from the fact that the CG approach is in general highly interesting from a methodologically perspective due to the advantages mentioned above, the method will be used for the present research for two purposes: a) the development of a questionnaire measuring input quality described in Chapter 5, and b) the investigation of the mediation of game characteristics on the impact of network impairments on gaming QoE reported in [18], [210], [211] as well as Section 6.1 and 6.2.…”
Section: Crowdsourcing For Gaming Qoe Assessmentmentioning
confidence: 99%
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“…Apart from the fact that the CG approach is in general highly interesting from a methodologically perspective due to the advantages mentioned above, the method will be used for the present research for two purposes: a) the development of a questionnaire measuring input quality described in Chapter 5, and b) the investigation of the mediation of game characteristics on the impact of network impairments on gaming QoE reported in [18], [210], [211] as well as Section 6.1 and 6.2.…”
Section: Crowdsourcing For Gaming Qoe Assessmentmentioning
confidence: 99%
“…In the other CS test, referred to as Dataset 4.3 (CS3), the remaining conditions were investigated. However, in the latter test, also some additional conditions were added to investigate several latency compensation techniques using game adaptation which mitigates the influence of delay on QoE [211]. These conditions are excluded from a comparison of the test environments in the following.…”
Section: Data Collectionmentioning
confidence: 99%
“…Table 1 provides an overview of existing studies on delay compensation for reducing the effects of delay on gaming systems. There are three main types of network delay compensation approaches: 1) sending additional packets for accurate prediction of the game information [5]- [9], 2) adjusting the game world according to the network delay [10]- [12], and 3) compensation of the game information without additional packets and game world modification [13]- [17]. The existing studies in [13]- [17] proposed delay compensation methods for online games without additional bandwidth consumption or game world modification.…”
Section: A Delay Compensation For Online Multiplayer Gamesmentioning
confidence: 99%
“…Each player device sends packets to the server -including the player's locations and projectiles fired on the game field -60 times per second. The server determines whether each projectile hits the target based on the received [9] Network delay Online gaming (multiplayer shooting) First type: sending motion vectors for prediction [10] Network delay Cloud gaming (singleplayer) Second type: world alternation [11] Network delay Cloud gaming (singleplayer) Second type: adjusting the gravity power and flap power [12] Processing/Network/Local Both (2D moving target selection) Second type: controling motion and input delays [13]- [15] Network delay Online gaming (multiplayer shooting) Third type: Server-side delay compensation [16], [17] Network delay Online gaming (multiplayer) Third type: bucket synchronization, local lag [21] Response delay Both (Massively Multiplayer Online Games (MMOG)) Load prediction and resource allocation [22] Processing delay Cloud gaming Delay-aware resource allocation [23] Delay between edge and local excecutions Both Offloading [24] Queuing…”
Section: Distinguished Feature Of Proposed Reinforcement-based Delay Compensationmentioning
confidence: 99%
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