TY - GEN
T1 - Online game QoE evaluation using paired comparisons
AU - Chang, Yu Chun
AU - Chen, Kuan Ta
AU - Wu, Chen Chi
AU - Ho, Chien Ju
AU - Lei, Chin Laung
PY - 2010
Y1 - 2010
N2 - To satisfy players' gaming experience, there is a strong need for a technique that can measure a game's quality systematically, efficiently, and reliably. In this paper, we propose to use paired comparisons and probabilistic choice models to quantify online games' QoE under various network situations. The advantages of our methodology over the traditional MOS ratings are 1) the rating procedure is simpler thus less burden is on experiment participants, 2) it derives ratio-scale scores, and 3) it enables systematic verification of participants' inputs. As a demonstration, we apply our methodology to evaluate three popular FPS (first-person-shooter) games, namely, Alien Arena (Alien), Halo, and Unreal Tournament (UT), and investigate their network robustness. The results indicate that Halo performs the best in terms of their network robustness against packet delay and loss. However, if we take the degree of the games' sophistication into account, we consider that the robustness of UT against downlink delays should able be improved. We also show that our methodology can be a helpful tool for making decisions about design alternatives, such as how dead reckoning algorithms and time synchronization mechanisms should be implemented.
AB - To satisfy players' gaming experience, there is a strong need for a technique that can measure a game's quality systematically, efficiently, and reliably. In this paper, we propose to use paired comparisons and probabilistic choice models to quantify online games' QoE under various network situations. The advantages of our methodology over the traditional MOS ratings are 1) the rating procedure is simpler thus less burden is on experiment participants, 2) it derives ratio-scale scores, and 3) it enables systematic verification of participants' inputs. As a demonstration, we apply our methodology to evaluate three popular FPS (first-person-shooter) games, namely, Alien Arena (Alien), Halo, and Unreal Tournament (UT), and investigate their network robustness. The results indicate that Halo performs the best in terms of their network robustness against packet delay and loss. However, if we take the degree of the games' sophistication into account, we consider that the robustness of UT against downlink delays should able be improved. We also show that our methodology can be a helpful tool for making decisions about design alternatives, such as how dead reckoning algorithms and time synchronization mechanisms should be implemented.
UR - https://www.scopus.com/pages/publications/78650163052
U2 - 10.1109/CQR.2010.5619923
DO - 10.1109/CQR.2010.5619923
M3 - Conference contribution
AN - SCOPUS:78650163052
SN - 9781424477951
T3 - 2010 IEEE International Workshop Technical Committee on Communications Quality and Reliability, CQR 2010
BT - 2010 IEEE International Workshop Technical Committee on Communications Quality and Reliability, CQR 2010
T2 - 2010 IEEE International Workshop Technical Committee on Communications Quality and Reliability, CQR 2010
Y2 - 8 June 2010 through 10 June 2010
ER -