A measurement study on achieving imperceptible latency in mobile cloud gaming

Tutkimustuotos: Artikkeli kirjassa/konferenssijulkaisussaConference contributionScientificvertaisarvioitu

13 Sitaatiot (Scopus)

Abstrakti

Cloud gaming is a relatively new paradigm in which the game is rendered in the cloud and is streamed to an end-user device through a thin client. Latency is a key challenge for cloud gaming. In order to optimize the end-to-end latency, it is first necessary to understand how the end-to-end latency builds up from the mobile device to the cloud gaming server. In this paper we dissect the delays occurring in the mobile device and measure access delays in various networks and network conditions. We also perform a Europe-wide latency measurement study to find the optimal server locations and see how the number of server locations affects the network delay. The results are compared to limits found for perceivable delays in recent human-computer interaction studies. We show that the limits can be achieved only with the latest mobile devices with specific control methods. In addition, we study the expected latency reduction by near future technological development and show that its potential impact is bigger on the end-to-end latency than that of replication of the service and server placement optimization.
AlkuperäiskieliEnglanti
OtsikkoProceedings of the 8th ACM on Multimedia Systems Conference
KustantajaACM
Sivut88-99
ISBN (elektroninen)978-1-4503-5002-0
DOI - pysyväislinkit
TilaJulkaistu - 2017
OKM-julkaisutyyppiA4 Artikkeli konferenssijulkaisuussa
TapahtumaACM MULTIMEDIA SYSTEMS CONFERENCE - Taipei, Taiwan
Kesto: 20 kesäkuuta 201723 kesäkuuta 2017
Konferenssinumero: 8

Conference

ConferenceACM MULTIMEDIA SYSTEMS CONFERENCE
LyhennettäMMSys
MaaTaiwan
KaupunkiTaipei
Ajanjakso20/06/201723/06/2017

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