Delay Sensitivity Classification of Video Games in Cloud Gaming

Experiencing delay while playing a video game can be very annoying for users. However, games have different sensitivity to delay, in some games like a First Person Shooter game, the existence of delay is very annoying, and in a less sensitive game like a turn-based game it is less annoying. In this thesis, we aim to classify the games based on their delay sensitivity.
Master

Cloud Gaming is getting more and more popular; however, it also has some bottlenecks like network delay and required bandwidth. Network delay is an important influence factor on gaming Quality of Experience as it can degrade the interaction quality of players strongly [1]. Influence of delay varies on different games, e.g., a first-person shooter game like CSGO is more sensitive than a game like chess. In the previous studies, it is being stated that delay is more genre specific. However, genre classification does not work as games in the same genre can be different, and even sometimes the effect of delay can be different in different moments of the same game [2].
In our previous studies, we have already studied the characteristics of games that influence the delay sensitivity of a game, such as temporal and spatial accuracy, predictability of actions, feedback frequency. Using these characteristics and conducting a few subjective studies you can develop a classification of game scenario based on their delay sensitivity.

Goal

The goal of this project is to use the characteristics of the games and develop a generic classification for video games with respect to their delay sensitivity.

Learning outcome

  • You will learn about gaming QoE
  • You will learn how to design, conduct, analyze and report a subjective test study

Qualifications

  • Some knowledge about user Quality of Experience
  • Background in Inferential statistics

Supervisors

  • Pål Halvorsen
  • Carsten Griwodz
  • Saeed Shafiee Sabet

Collaboration partners

  • Simula Metropolitan Center For Digital Engineering AS
  • TU Berlin

References

[1] Sabet, S. S., Schmidt, S., Zadtootaghaj, S., Griwodz, C., & Moller, S. (2018, December). Towards Applying Game Adaptation to Decrease the Impact of Delay on Quality of Experience. In 2018 IEEE International Symposium on Multimedia (ISM) (pp. 114-121). IEEE.

[2] Schmidt, S., Zadtootaghaj, S., & Möller, S. (2017, May). Towards the delay sensitivity of games: There is more than genres. In 2017 Ninth International Conference on Quality of Multimedia Experience (QoMEX) (pp. 1-6). IEEE.

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