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QoE assessment of interactivity and fairness in First Person Shooting with group synchronization control

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4 Author(s)
Yoshiaki Ida ; Department of Scientific and Engineering Simulation, Nagoya Institute of Technology, Nagoya 466-8555, Japan ; Yutaka Ishibashi ; Norishige Fukushima ; Shinji Sugawara

In networked real-time games such as First Person Shooting (FPS) through a network which does not guarantee the Quality of Service (QoS), the consistency and fairness among players may be disturbed owing to network delay and jitter. To keep the consistency and fairness high, this paper carries out group synchronization control, which adjusts the output timing among multiple terminals. However, the interactivity slightly deteriorates under the control. By the Quality of Experience (QoE) assessment for FPS, this paper investigates the influences of network delay and a parameter of the group synchronization control on the interactivity and fairness.

Published in:

Network and Systems Support for Games (NetGames), 2010 9th Annual Workshop on

Date of Conference:

16-17 Nov. 2010