Proceedings of the 12th ACM International Workshop on Immersive Mixed and Virtual Environment Systems 2020
DOI: 10.1145/3386293.3397116
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Delay sensitivity classification of cloud gaming content

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Cited by 31 publications
(17 citation statements)
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“…Decades of engineering led to the development of various XR applications and services, each characterized by own user setup, traffic flows, and quality of services (QoS) metrics [1], [2], [9]. Following 3GPP SA4 classification, over 20 XR use cases are identified [6].…”
Section: Selected Xr Applications and Servicesmentioning
confidence: 99%
See 1 more Smart Citation
“…Decades of engineering led to the development of various XR applications and services, each characterized by own user setup, traffic flows, and quality of services (QoS) metrics [1], [2], [9]. Following 3GPP SA4 classification, over 20 XR use cases are identified [6].…”
Section: Selected Xr Applications and Servicesmentioning
confidence: 99%
“…For XR CG, control signals include handheld controller inputs and 3 or 6 Degrees of Freedom (3DoF/6DoF) motion samples (see Fig. 1) [9]. Here, 3DoF refers to the rotation data ("roll", "pitch", and "yaw"), while 6DoF also adds the information on the UE displacement in X, Y, and Z dimensions.…”
Section: B Augmented Reality With Simultaneous Localization and Mappingmentioning
confidence: 99%
“…Edge computing is used to leverage from 4g in order to reduce bandwidth utilization in [15] edge computing introduces the concept of adaptive bit rate allocation in cloud gaming. Many factors affect the gameplay in cloud gaming in [16] Quality of experience is carried to better understand the contributing factors. Cloud gaming uses the Gpu virtualization technique for gameplay but local gpu can also be utilized for game play [17] which uses the processing power of local gpu to enhance the quality of experience 5g technology will play an important role in cloud gaming future [18] if 5g will be readily available for everyone.…”
Section: Related Wordmentioning
confidence: 99%
“…Among these, the ITU-T Rec. G.1072 proposes different model coefficients depending on a game's sensitivity towards network delay, also presented in [9].…”
Section: Related Workmentioning
confidence: 99%
“…2 for all three games and five different delay conditions. It can be observed that the impact of delay, despite all games being shooting games with (mechanical) high delay sensitivity according to [9], is far greater for the CG service than the OMG service. This observation can also be supported by a two-way mixed Analysis of Variance (ANOVA) using the game as a between-subject factor and the delay as a withinsubject factor.…”
Section: A Online Mobile Gaming Vs Cloud Gamingmentioning
confidence: 99%