SAS kernel: streaming as a service kernel for correlated multi-streaming
Proceedings of the 21st international workshop on Network and operating systems support for digital audio and video
Towards the understanding of human perceptual quality in tele-immersive shared activity
Proceedings of the 3rd Multimedia Systems Conference
Immersive multiplayer tennis with microsoft kinect and body sensor networks
Proceedings of the 20th ACM international conference on Multimedia
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In this paper, we present the results from a quantitative and qualitative study of distributed gaming in 3D tele-immersive (3DTI) environments. We explore the Quality of Experience (QoE) of users in the new cyber-physical gaming environment. Guided by a theoretical QoE model, we conducted a case study and evaluated the impact of various Quality of Service (QoS) metrics (e.g., end-to-end delay, visual quality, etc.) on 3DTI gaming experience. We also identified a number of non-technical factors that are not captured by the original theoretical model, such as age, social interaction, and physical setup. Our analysis highlights new implications for the next-generation gaming system design, as well as a more comprehensive conceptual framework that captures non-technical influences for user experience in such environments.