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IQP - Lag Can Kill - Compensating for Latency in Cloud-based Games

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With the increase in network capacities, the quality of user experience (QoE) of network games with delay and jitter has become important. This paper establishes the quantitative relationship between delay and jitter and QoE via a user study. We applied varied combinations of delay and jitter to the users playing games and asked participants to describe the experience. Analysis of the data shows an inverse linear relationship between jitter and QoE but a varied relationship between delay and QoE. The results may be useful for game designers and network engineers building and maintaining network games.

  • This report represents the work of one or more WPI undergraduate students submitted to the faculty as evidence of completion of a degree requirement. WPI routinely publishes these reports on its website without editorial or peer review.
Creator
Subject
Publisher
Identifier
  • E-project-022823-021952
  • 90036
Advisor
Year
  • 2023
UN Sustainable Development Goals
Date created
  • 2023-02-28
Resource type
Source
  • E-project-022823-021952
Rights statement
Last modified
  • 2023-05-03

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