Empirical Study of Subjective Quality for Massive Multiplayer Games
The result's identifiers
Result code in IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216305%3A26220%2F08%3APU94826" target="_blank" >RIV/00216305:26220/08:PU94826 - isvavai.cz</a>
Result on the web
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DOI - Digital Object Identifier
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Alternative languages
Result language
angličtina
Original language name
Empirical Study of Subjective Quality for Massive Multiplayer Games
Original language description
Online gaming is a member of the real time interactive multimedia services. This service suffers from all impairments on the networking layer that increase the latency, respectively the responsiveness. The Quality of Service (QoS) of online gaming is becoming an important issue due to a massive increase of online games (Half-Life,War-Craft) with a significant player community. The purpose of this project is to investigate the impact of network impairments (delay, jitter) on the perceived QoS. We herebyfocus on Massively Multiplayer Online Games (MMOG), due to their amount of active users and their popularity. The initial step is to develop a test setup for subjective quality evaluation for MMOG games. The final outcome of this paper is to propose a QoS metric for online gaming.
Czech name
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Czech description
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Classification
Type
D - Article in proceedings
CEP classification
JA - Electronics and optoelectronics
OECD FORD branch
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Result continuities
Project
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Continuities
Z - Vyzkumny zamer (s odkazem do CEZ)
Others
Publication year
2008
Confidentiality
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Data specific for result type
Article name in the collection
Proceedings of IWSSIP 2008
ISBN
978-80-227-2856-0
ISSN
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e-ISSN
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Number of pages
4
Pages from-to
68-72
Publisher name
IEEE
Place of publication
Bratislava
Event location
Bratislava
Event date
Jun 25, 2008
Type of event by nationality
WRD - Celosvětová akce
UT code for WoS article
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