Yet Efficient Study for Evaluating the Quality of Service of Cloud Gaming Systems

被引:1
|
作者
Nammas, Heba [1 ]
Quwaider, Muhannad [1 ]
机构
[1] Jordan Univ Sci & Technol, Dept Comp Engn, Irbid, Jordan
关键词
Cloud computing; Cloud gaming; Quality of experience; Latency;
D O I
10.1109/ICICS55353.2022.9811186
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
For the sake of fulfilling the ever-increasing demands on the Internet of Things (IoT) applications and supporting the maximum number of users and elastic service with the minimum resources, researchers are implementing cloud computing technology in many applications. The main principle of this emerging technology is to provide the users and enterprises with the computation and storage resources they require while allowing the customers to pay only for the amount they use. Lately, a newly emerging application based on cloud computing called cloud gaming is introduced. This powerful application aims effectively to deliver a high-quality gaming experience over the internet to gamers anywhere and anytime. The advantages of such a mix in the gaming industry are revolving around lower costs for the users given the potential to play on thin client devices and easier development for developers compared to traditional gaming. Accordingly, we are considering key research challenging factor facing cloud computing systems which is the impact of latency, generally called lag on Quality of Experience (QoE). Interestingly, the main concentration of this work is to help the research community in understanding the big picture of the cloud gaming field, starting from the very basics of this promising application. Then going through the major difficulties facing this field that must be addressed to provide users with good performance. The performance of our systems is studied using an exclusive simulator, built-in Java language named by CloudSim. The results show that the response and execution time are performed in a cloud system on the same cloudlet number with different allocation policies: the space shared and time shared. The cloudlet response and execution time of the shared time policy perform less than of the space shared policy. Also, by increasing the number of cloudlets, the throughput is increased. In addition, it is shown that the closer users from the data centre get the service faster than other far and far away from users. Also, by increasing the number of cloudlets, the throughput is increased. In addition, it is shown that the closer users from the data center get the service faster than other far and far away users.
引用
收藏
页码:133 / 138
页数:6
相关论文
共 50 条
  • [21] Hybrid Integrated Aquila Optimizer for Efficient Service Composition with Quality of Service Guarantees in Cloud Computing
    Liu, Xiaofei
    INTERNATIONAL JOURNAL OF ADVANCED COMPUTER SCIENCE AND APPLICATIONS, 2023, 14 (10) : 893 - 901
  • [22] Efficient Network Service Level Agreement Monitoring for Cloud Computing Systems
    Oliveira, Ana Cristina
    Chagas, Henryson
    Spohn, Marco
    Gomes, Reinaldo
    Duarte, Breno Jacinto
    2014 IEEE SYMPOSIUM ON COMPUTERS AND COMMUNICATION (ISCC), 2014,
  • [23] IMPLEMENTATION OF A SOCIAL GAMING CLOUD SERVICE FOR MOBILE AND TV DEVICES
    Trsic, Lazar
    Veljkovic, Nikola
    Punt, Marija
    Bjelica, Milan
    Predojevic, Mladen
    2013 21ST TELECOMMUNICATIONS FORUM (TELFOR), 2013, : 999 - +
  • [24] Deep Reinforcement Learning Based Rendering Service Placement for Cloud Gaming in Mobile Edge Computing Systems
    Gao, Yongqiang
    Li, Zhihan
    2023 IEEE 47TH ANNUAL COMPUTERS, SOFTWARE, AND APPLICATIONS CONFERENCE, COMPSAC, 2023, : 502 - 511
  • [25] CloudFog: Towards High Quality of Experience in Cloud Gaming
    Lin, Yuhua
    Shen, Haiying
    2015 44TH INTERNATIONAL CONFERENCE ON PARALLEL PROCESSING (ICPP), 2015, : 500 - 509
  • [26] Quality of experience (QoE) in cloud gaming models: A review
    Laghari, Asif Ali
    He, Hui
    Memon, Kamran Ali
    Laghari, Rashid Ali
    Halepoto, Imtiaz Ali
    Khan, Asiya
    MULTIAGENT AND GRID SYSTEMS, 2019, 15 (03) : 289 - 304
  • [27] Quality of Experience and Quality of Service of Gaming Services in Fog Computing
    Madiha, Hina
    Lei, LiHui
    Laghari, Asif Ali
    Karim, Sajida
    2020 THE 4TH INTERNATIONAL CONFERENCE ON MANAGEMENT ENGINEERING, SOFTWARE ENGINEERING AND SERVICE SCIENCES (ICMSS 2020), 2020, : 225 - 228
  • [28] Evaluating Service Quality and Service Value in Manufacturer-Distributor Settings: A Systems Approach
    Kivijarvi, Hannu
    Virta, Aleksi
    JOURNAL OF BUSINESS-TO-BUSINESS MARKETING, 2021, 28 (01) : 23 - 49
  • [29] Developing Cloud Business Models: A Case Study on Cloud Gaming
    Ojala, Arto
    Tyrvainen, Pasi
    IEEE SOFTWARE, 2011, 28 (04) : 42 - 47
  • [30] Designing and evaluating an energy efficient Cloud
    Lefevre, Laurent
    Orgerie, Anne-Cecile
    JOURNAL OF SUPERCOMPUTING, 2010, 51 (03): : 352 - 373