On the Quality of Service of mobile cloud gaming using GamingAnywhere
2016 (Engelska)Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hp
Studentuppsats (Examensarbete)
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.
Ort, förlag, år, upplaga, sidor
2016. , s. 48
Nyckelord [en]
Cloud Gaming, Mobile, Performance Evaluation, Quality Of Service(QoS)
Nationell ämneskategori
Telekommunikation
Identifikatorer
URN: urn:nbn:se:bth-13291OAI: oai:DiVA.org:bth-13291DiVA, id: diva2:1044072
Ämne / kurs
ET2580 Masterarbete i elektroteknik med inriktning mot telekommunikationssystem
Utbildningsprogram
ETATX Masterprogram i Elektroteknik med inriktning mot Telekommunikation
Presentation
2016-09-26, J3208 Claude Shannon, Blekinge Tekniska Högskola, Karlskrona, 14:00 (Engelska)
Handledare
Examinatorer
Anmärkning
Ganesh Grandhi: +46767671612
2016-11-062016-11-012025-09-30Bibliografiskt granskad