On the Quality of Service of mobile cloud gaming using GamingAnywhere
2016 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE credits
Student thesis
Abstract [en]
In the recent years, the mobile gaming has been tremendously increased because of its enormous entertainment features. Mobile cloud gaming is a promising technology that overcomes the implicit restrictions such as computational capacity and limited battery life. GamingAnywhere is an open source cloud gaming system which is used in this thesis to measure the Quality of service of mobile cloud gaming. The aim of the thesis is to measure the QoS used in GamingAnywhere for mobile cloud gaming. Games are streamed from the server to the mobile client. In our study, QoS is measured using Differentiated Service (DiffServ) architecture for the traffic shaping. The research method is carried out using an experimental testbed. Dummynet is used for traffic shaping. Performance is measured in terms of bitrate, packet loss, jitter, and frame rate. Different resolutions of the game are considered in our empirical research and our results show that the framerate and bitrate have increased with the impact of network delay.
Place, publisher, year, edition, pages
2016. , p. 48
Keywords [en]
Cloud Gaming, Mobile, Performance Evaluation, Quality Of Service(QoS)
National Category
Telecommunications
Identifiers
URN: urn:nbn:se:bth-13291OAI: oai:DiVA.org:bth-13291DiVA, id: diva2:1044072
Subject / course
ET2580 Master's Thesis (120 credits) in Electrical Engineering with emphasis on Telecommunication Systems
Educational program
ETATX Master of Science Programme in Electrical Engineering with emphasis on Telecommunication Systems
Presentation
2016-09-26, J3208 Claude Shannon, Blekinge Tekniska Högskola, Karlskrona, 14:00 (English)
Supervisors
Examiners
Note
Ganesh Grandhi: +46767671612
2016-11-062016-11-012016-11-06Bibliographically approved