首页> 外文会议>International conference on information technology: new generations >Subjective Evaluation of Latency and Packet Loss in a Cloud-Based Game
【24h】

Subjective Evaluation of Latency and Packet Loss in a Cloud-Based Game

机译:基于云的游戏中的延迟和数据包丢失的主观评估

获取原文

摘要

On-demand multimedia services are more popular than ever and continue to grow. Consumers can now stream music, movies, television, and video games at the push of a button. Such services typically require a minimum connection speed to support streaming. However, transient network effects such as packet loss and delay variation can play a crucial role in determining the user quality of experience (QoE) in streaming multimedia systems. This paper will seek to establish the subjective impact of negative network effects on the user experience of a popular cloud-based on-demand video game service.
机译:点播多媒体服务比以往任何时候都更加流行,并且还在不断增长。现在,消费者只需按一下按钮,就可以播放音乐,电影,电视和视频游戏。此类服务通常需要最低的连接速度才能支持流传输。但是,瞬态网络效应(例如数据包丢失和延迟变化)在确定流式多媒体系统中的用户体验质量(QoE)时可以发挥至关重要的作用。本文将寻求建立负面网络效应对流行的基于云的按需视频游戏服务的用户体验的主观影响。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号