scholarly journals Enhancing the quality of experience of Arduino-based multiplayer online game using MQTT server

2020 ◽  
Vol 8 (1) ◽  
pp. 36-43
Author(s):  
Gabe Dimas Wicaksana ◽  
Maman Abdurohman ◽  
Aji Gautama Putrada

Online multiplayer games require internet networks to play with opposing players more exciting because multiple players can fight each other. The game experiences lag, which is expressed as the quality of experience (QoE), is one of the most common problems for online multiplayer games, causing the games less exciting to play. This study examined the implementation of Message Queue Telemetry Transport (MQTT) as a communication protocol in multiplayer online games using Arduino and compared its performance against HTTP. QoE used data collected using the mean opinion score (MOS) method. The MQTT resulted in an average QoE score of 3.9 (Pingpong) and 4 (TicTacToe) MOS units, while on HTTP 3.8 (PingPong and TicTacToe). The use of the MQTT communication protocol can improve the QoE of multiplayer online game players compared to HTTP.

Author(s):  
Muhammad Hanif Jofri ◽  
Mohd Norasri Ismail ◽  
Mohd Farhan Md Fudzee ◽  
Muhammad Hatta Mohamed Ali @ Md Hani

Identifying dyslexia among Malaysian citizens, especially children nowadays is a prominent issue. The usual practice of dyslexia screening tests in the Malaysian school system is by teacher's observation and intervention. However, this is usually time-consuming, less accurate and lacking additional supporting tools. Moreover, dyslexic children enrolling in a normal education system will encounter many problems for the teacher and the children themselves. A Malay language mobile-based application for a dyslexia screening test named Kiddo Disleksia has been developed to solve this issue. However, it has not been tested in terms of Quality of Experience (QoE) as well as usability. Therefore, this research aims to test the QoE level of Kiddo Disleksia and also to compare the traditional dyslexia screening test with Kiddo Disleksia in terms of usability. To test the QoE, several special education teachers are required to rate Kiddo Disleksia using Mean Opinion Score (MOS). Ten children were tested using Kiddo Disleksia and 80% of them recognized as dyslexic. This result also similar with the traditional paper-based screening test. Therefore, the Kiddo Disleksia application is considered reliable for dyslexia screening tests for children. For QoE, the results show that the mean values of MOS are 3.9 and above. Therefore, the quality of experience during dyslexia screening tests can be enhanced using Kiddo Disleksia.


2014 ◽  
Vol 556-562 ◽  
pp. 5488-5492 ◽  
Author(s):  
Ya Jun Huang ◽  
We Nan Zhou ◽  
Li Yan You ◽  
Jian Chen ◽  
Yu Du

The Quality of Experience (QoE) evaluation for mobile streaming service over LTE network is essential for mobile networking development. However, few QoE researches for mobile streaming service focus on LTE network. Based on the research of QoE for mobile streaming service over other networks, this paper achieves the simulation for network transmission for different videos using H.264 format on the ns-3 LTE simulation platform. What’s more, exponential model fittings are performed for not only single Quality of Service (QoS) parameter and QoE, but also multiple QoS parameters and QoE. Simulation results show that the network parameters and the Mean Opinion Score (MOS) of QoE have strong exponential relationships for streaming service over LTE network.


2018 ◽  
Vol 2018 ◽  
pp. 1-11 ◽  
Author(s):  
Mingfu Li ◽  
Chien-Lin Yeh ◽  
Shao-Yu Lu

Quality of Experience (QoE) of video streaming services has been attracting more and more attention recently. Therefore, in this work we designed and implemented a real-time QoE monitoring system for streaming services with Adaptive Media Playout (AMP), which was implemented into the VideoLAN Client (VLC) media player to dynamically adjust the playout rate of videos according to the buffer fullness of the client buffer. The QoE monitoring system reports the QoE of streaming services in real time so that network/content providers can monitor the qualities of their services and resolve troubles immediately whenever their subscribers encounter them. Several experiments including wired and wireless streaming were conducted to show the effectiveness of the implemented AMP and QoE monitoring system. Experimental results demonstrate that AMP significantly improves the QoE of streaming services according to the Mean Opinion Score (MOS) estimated by our developed program. Additionally, some challenging issues in wireless streaming have been easily identified using the developed QoE monitoring system.


Author(s):  
Wendi Sierra ◽  
Doug Eyman

In this chapter, the authors extend Warnick’s (2007) appropriation of Toulmin’s (1958) “field-dependency” as applied through an ecological lens to examine credibility and ethos in the virtual world of a massive multiplayer online game. The authors theorize that ethos in such virtual environments is context-dependent—that it is in the interaction between designed game and user action/communication that ethos is engineered in a process that is fundamentally different from both websites (which are static) and other social media (where the environment is not nearly as much of an actor in the development of ethos/credibility). To better understand how players (as inhabitants of the game ecology) view the establishment of ethos, the authors collected in-game chat and near-game forum posts that included responses to requests for assistance or invitations to join a guild, and we asked our participants to evaluate these texts. The chapter uses the data collected about the perception of ethos to identify three key elements for successful demonstration of credibility in multiplayer games: specificity, demonstrated expertise, and experience.


2016 ◽  
Vol 2016 ◽  
pp. 1-17 ◽  
Author(s):  
Diego José Luis Botia Valderrama ◽  
Natalia Gaviria Gómez

The measurement and evaluation of the QoE (Quality of Experience) have become one of the main focuses in the telecommunications to provide services with the expected quality for their users. However, factors like the network parameters and codification can affect the quality of video, limiting the correlation between the objective and subjective metrics. The above increases the complexity to evaluate the real quality of video perceived by users. In this paper, a model based on artificial neural networks such as BPNNs (Backpropagation Neural Networks) and the RNNs (Random Neural Networks) is applied to evaluate the subjective quality metrics MOS (Mean Opinion Score) and the PSNR (Peak Signal Noise Ratio), SSIM (Structural Similarity Index Metric), VQM (Video Quality Metric), and QIBF (Quality Index Based Frame). The proposed model allows establishing the QoS (Quality of Service) based in the strategyDiffserv. The metrics were analyzed through Pearson’s and Spearman’s correlation coefficients, RMSE (Root Mean Square Error), and outliers rate. Correlation values greater than 90% were obtained for all the evaluated metrics.


Author(s):  
Battilotti Stefano ◽  
Delli Priscoli Francesco ◽  
Gori Giorgi Claudio ◽  
Monaco Salvatore ◽  
Panfili Martina ◽  
...  

2020 ◽  
Vol 1 (4) ◽  
pp. 29-33
Author(s):  
Tesaviani Kusumastiwi

Abstract Online games are games using machines based on internet networks so that they can interact between players and can be accessed either via computers, console games or smartphones. This game is top-rated not only apart from the challenges that exist in the game, as well as the interaction with other players, so it resembles real life. Ease of access and fun games cause online game users to take more and more time to play online games. This behaviour makes online game users neglect their daily activities and reduce interaction with the real world. Adolescence is an age that is prone to addiction to online games due to various factors. The attachment of parents and adolescents is allegedly able to play a role as a preventive factor and symptom improvement in online gaming disorder in adolescence.


Author(s):  
Ali Adib Arnab ◽  
John Schormans ◽  
Sheikh Razibulhasan Raj ◽  
Nafi Ahmad

Quality of Service (QoS) metrics deal with network quantities, e.g. latency and loss, whereas Quality of Experience (QoE) provides a proxy metric for end-user experience. Many papers in the literature have proposed mappings between various QoS metrics and QoE. This paper goes further in providing analysis for QoE versus bandwidth cost. We measure QoE using the widely accepted Mean Opinion Score (MOS) rating. Our results naturally show that increasing bandwidth increases MOS. However, we extend this understanding by providing analysis for internet access scenarios, using TCP, and varying the number of TCP sources multiplexed together. For these target scenarios our analysis indicates what MOS increase you get by further expenditure on bandwidth. We anticipate that this will be of considerable value to commercial organizations responsible for bandwidth purchase and allocation.


Electronics ◽  
2020 ◽  
Vol 9 (12) ◽  
pp. 2063
Author(s):  
Jesús Burgueño ◽  
Isabel de-la-Bandera ◽  
David Palacios ◽  
Raquel Barco

Multi-connectivity (MC) is one of the most important features to be introduced in 5G networks, allowing User Equipment (UE) to simultaneously aggregate radio resources from several network nodes to enhance both data rates and reliability. Thus, this feature enables a further flexibility in the allocation of resources to the UEs in order to fulfil the users’ requirements in more complex 5G scenarios. This paper takes advantage of this wide flexibility to present a traffic steering approach that determines the amount of traffic to be held by each of the serving nodes in a multi-connectivity scenario. In this sense, the proposed technique is based on network and UE performance metrics in order to maximize the users’ perceived quality of experience (QoE) for enhanced Mobile Broadband (eMBB) services. It is then compared with a homogeneous traffic split among the serving nodes, with a single-connectivity approach and with state-of-the-art solutions. The benefits are analysed in terms of throughput and Mean Opinion Score (MOS), which is the main QoE metric. The analysis shows that a noticeable UE throughput improvement is reached when the proposed traffic steering method is applied. Consequently, this enhancement is noticed in the users’ QoE, which can lead to a reduction of operating expenses (OPEX) of the network.


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