Human-Computer Interaction

Cloud Computing - QoS Study


This project is already assigned.

Summary

Modern cloud gaming services have gained significant popularity, offering gamers the ability to play resource-intensive video games on various devices without the need for high-end hardware. However, the quality of service (QoS) provided by these services is a critical factor in ensuring a seamless gaming experience. This work aims to conduct a comprehensive measurement study to evaluate the Application Layer QoS of modern cloud gaming services. The study will encompass various dimensions of QoS, including latency, bandwidth, packet loss, jitter, and optionally overall user experience. The research will employ both passive and active measurement techniques to gather data from different cloud gaming platforms, providing insights into the factors that influence QoS.

Anticipated Workplan

  1. Literature Review and Framework Development
    • Review the existing literature on cloud gaming services, QoS metrics, and measurement techniques.
    • Develop a comprehensive framework for measuring Application Layer QoS in cloud gaming services, including the selection of relevant metrics and methodologies.
  2. Data Collection and Network Monitoring Setup
    • Set up a network monitoring infrastructure capable of capturing data from various cloud gaming platforms.
    • Develop scripts or tools for active measurements, such as latency and bandwidth tests, on selected cloud gaming services.
    • Collect a diverse dataset over an extended period, considering peak usage times, different access technologies (e.g. wifi, ethernet, mobile) and multiple gaming titles with heterogeneous requirements (e.g. emulated retro games, emulated modern games, AAA games, indy games, different genres).
  3. Data Analysis and QoS Evaluation
    • Analyze the collected data to calculate network layer QoS metrics, such as latency, bandwidth, packet loss and jitter.
    • Analyze the collected data to calculate application layer QoS metrics, such as image quality and input lag.
    • Identify patterns and trends in QoS variations across different gaming services, games, and technological configurations.
    • Correlate QoS metrics with external factors like network conditions, server load, and game-specific characteristics.
  4. Optional: Quality of Experience (QoE) Assessment
    • Conduct user surveys or interviews to gather subjective feedback on the gaming experience, focusing on perceived QoE.
    • Develop models to quantify the relationship between objective QoS metrics and subjective user experience.
    • Evaluate the impact of QoS and overall satisfaction.
  5. Report/Thesis Writing and Conclusion
    • Compile the research findings, analysis, and conclusions into a comprehensive thesis document.
    • Review and edit the thesis for clarity, coherence, and academic rigor.

Contact Persons at the University Würzburg

Prof. Dr. Sebastian von Mammen
sebastian.von.mammen@uni-wuerzburg.de

Prof. Dr. Tobias Hossfeld
tobias.hossfeld@uni-wuerzburg.de

Dr. Stefan Geissler (Primary Contact Person)
stefan.geissler@uni-wuerzburg.de

Legal Information