2012
DOI: 10.1109/mcom.2012.6178831
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Challenges of QoE management for cloud applications

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Cited by 181 publications
(114 citation statements)
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“…Recent work by Suznjevic et al, however, suggest that certain aspects of role playing games (RPGs) games such as player vs player (PVP) combat may have stricter latency requirements [31] than the 500ms threshold given in [13]. Hoßfeld et al examine how the shift from local hardware to the cloud will affect the QoS of games [19]. Ojala et al examine the operation of a cloud gaming business [25].…”
Section: Related Workmentioning
confidence: 99%
“…Recent work by Suznjevic et al, however, suggest that certain aspects of role playing games (RPGs) games such as player vs player (PVP) combat may have stricter latency requirements [31] than the 500ms threshold given in [13]. Hoßfeld et al examine how the shift from local hardware to the cloud will affect the QoS of games [19]. Ojala et al examine the operation of a cloud gaming business [25].…”
Section: Related Workmentioning
confidence: 99%
“…These new networks are classified as Cloud Mobile Media (CMM) [3]. Nevertheless for these applications in CMM new challenges appear, related to the Quality of Experience (QoE) management [8].…”
Section: Related Workmentioning
confidence: 99%
“…According to [8] in CMM infrastructures for live video streaming applications, the main inconvenient arises due to the additional delay and jitter mainly introduced by the virtualization processes and increase of network distance between end-user and service. A global scheme of a complete CMM architecture is shown in Fig 1, where it is given the detail for the different approaches, F R and N R. Thus, in order to validate this statement, we have performed several experiments to measure the delay and jitter in three different scenarios.…”
Section: Cloud Mobile Media Featuresmentioning
confidence: 99%
“…The interactive response time is defined as the elapsed time between when an action of the user is captured by the system and when the result of this trigger can be perceived by the user. Past studies have found on-demand gaming to be highly demanding with respect to response time [21,22,30]. The work in [33] demonstrates that a latency around 100 ms is highly recommended for dynamic, action games while response time of 150 ms is required for slower-paced games.…”
Section: Introductionmentioning
confidence: 98%