2016 Eighth International Conference on Quality of Multimedia Experience (QoMEX) 2016
DOI: 10.1109/qomex.2016.7498968
|View full text |Cite
|
Sign up to set email alerts
|

Analysis and QoE evaluation of cloud gaming service adaptation under different network conditions: The case of NVIDIA GeForce NOW

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
20
0

Year Published

2017
2017
2023
2023

Publication Types

Select...
6
2
1

Relationship

0
9

Authors

Journals

citations
Cited by 33 publications
(20 citation statements)
references
References 9 publications
0
20
0
Order By: Relevance
“…The server receives the commands, updates the scene accordingly, and transmits the next frames to the headset. Such a workflow is typical for the existing cloud-based gaming and XR systems [10], [33], [34].…”
Section: )mentioning
confidence: 99%
“…The server receives the commands, updates the scene accordingly, and transmits the next frames to the headset. Such a workflow is typical for the existing cloud-based gaming and XR systems [10], [33], [34].…”
Section: )mentioning
confidence: 99%
“…The proposed mechanism adjusts the game parameters in a real time manner to improve the entertainment for the player. A commercial analysis of NVIDIA GeForce NOW game streaming is conducted in [17]. The analysis highlights the problems of network limitations and proposed an adaption mechanism of game streaming considering the end user network constraints.…”
Section: Previous Workmentioning
confidence: 99%
“…With very limited literature on the subject, the field and the tools employed for QoE evaluation of cloud gaming applications are far from maturity. There are accounts of subjective testing being used to evaluate the effect of cloud gaming influencing factors, such as video encoder, frame rate and QoS parameters [4]. However, as game development is becoming more J 2021, 4 sophisticated, it is vital to keep up the QoE evaluation targeted for more complex and high-end games.…”
Section: Introductionmentioning
confidence: 99%
“…Our results add significant value to existing subjective QoE studies by proving the difference between video quality and game playability quality using distributions and statistical tests. For instance, in [4,7], the authors used MOS to evaluate the effect of network parameters on QoE of cloud gaming. These studies used MOS as a measure of QoE and presented the differences between game QoE and video QoE of cloud gaming applications.…”
Section: Introductionmentioning
confidence: 99%