Online game QoE evaluation using paired comparisons
mag(2010)
摘要
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.
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关键词
satisfiability,jitter,paired comparison,user interfaces,robustness,probabilistic logic,dead reckoning,games,downlink,servers
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