Dissecting the end-to-end latency of interactive mobile video applications

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Researchers

Research units

  • Hong Kong University of Science and Technology

Abstract

In this paper we measure the step-wise latency in the pipeline of three kinds of interactive mobile video applications that are rapidly gaining popularity, namely Remote Graphics Rendering (RGR), Mobile Augmented Reality (MAR), and Mobile Virtual Reality (MVR). The applications differ from each other by the way in which the user interacts with the application, i.e., video I/O and user controls, however in all the user experience is highly sensitive to end-to-end latency. Long latency between a user control event and display update renders the application unusable. Hence, understanding the nature and origins of latency of these applications is of paramount importance. We show through extensive measurements that control input and display buffering have a substantial effect on the overall delay. Our results shed light on the latency bottlenecks and the maturity of technology for seamless user experience with these applications.

Details

Original languageEnglish
Title of host publicationHotMobile 2017 - Proceedings of the 18th International Workshop on Mobile Computing Systems and Applications
Publication statusPublished - 21 Feb 2017
MoE publication typeA4 Article in a conference publication
EventInternational Workshop on Mobile Computing Systems and Applications - Sonoma, United States
Duration: 21 Feb 201722 Feb 2017
Conference number: 18

Workshop

WorkshopInternational Workshop on Mobile Computing Systems and Applications
Abbreviated titleHotMobile
CountryUnited States
CitySonoma
Period21/02/201722/02/2017

    Research areas

  • AR, Cloud gaming, Latency, Mobile device, VR

ID: 11610791