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Quality of Experience Measurement and Prediction for Cloud Streamed Games over Heterogeneous Access Networks
Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.ORCID iD: 0000-0001-9811-9656
2026 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Cloud gaming (CG) enables the ubiquity of gaming by allowing users to access games on demand, anywhere and anytime, across heterogeneous devices connected to remote CG servers. As a result, the same AAA game can be played on an inexpensive smartphone at home, while commuting, or in public spaces through heterogeneous access networks (HANs) such as WiFi, 4G, and 5G. However, while CG broadens service accessibility, it does not guarantee sufficient delivery quality. In practice, HANs are often affected by stochastic conditions that degrade Quality of Service (QoS) factors such as round-trip time (RTT), packet loss (PL), and jitter. These degradations can immediately impair the CG service and, consequently, the user’s gaming session through reduced responsiveness, lower streaming quality, and disrupted interaction when the player is actively engaged in gameplay and expects uninterrupted performance. 

This thesis investigates the effect of QoS factors on CG services through Quality of Experience (QoE). QoE is a user-centred metric that reflects users' perceived quality and service acceptance. In the context of CG, it provides a way to understand how degradations in factors such as RTT, packet loss, and jitter are reflected in the gaming experience. Among the devices through which users may access CG services, this thesis focuses on two relevant cases, namely mobile cloud gaming (MCG), which is challenging to support over HANs due to the broader network variability of smartphone mobility and portability, and virtual reality cloud gaming (VRCG), which is challenging due to its stricter requirements on responsiveness, frame stability, and synchronization.

To address these challenges, this thesis proposes and validates methods for QoE measurement and prediction for MCG and VRCG under representative HANs conditions. First, controlled laboratory environments were established to emulate degradations for RTT, PL, random jitter, bursty jitter, and their combinations. To ensure standardised and repeatable experimentation, the thesis introduces ALTRUIST, a multi-platform orchestration tool that automates test execution, questionnaire control, traffic capture, data labelling, and control of experimental conditions across heterogeneous devices. Using these testbeds and ALTRUIST, four subjective studies were conducted, comprising two MCG and two VRCG datasets, with 116 participants recruited. The studies covered 37 network conditions for MCG and 28 for VRCG, and collected users’ ratings of overall QoE, video quality, audio quality, interactivity, and service acceptability, together with traffic traces for throughput analysis. Building on these measurements, the thesis uses Bayesian Networks to analyse probabilistic relationships among interactivity, video quality, audio quality, and overall QoE, providing further insight into how network degradation affects the gaming experience in both MCG and VRCG.

Lastly, this thesis proposes QoE objective models for MCG and VRCG using accessible network-level QoS factors. For MCG, three regression models are developed using two subjective datasets, showing that QoE can be estimated in real time from RTT, PL, random jitter, bursty jitter, and their combinations, and that these models remain valid across 60-120 FPS. The best MCG model, a spline regression, achieved MAE=0.186 and cross-validated MAE=0.281. For VRCG, three regression models are developed and validated using a combined dataset from two game types, showing that QoE can be estimated from network-level factors while remaining valid for shooter and casual games. The best VRCG model, a non-linear regression, achieved MAE=0.22 and cross-validated MAE=0.26. Together, these models provide practical methods for real-time QoE estimation, service monitoring, and QoS-threshold identification for CG provisioning over HANs.

The thesis research resulted in 10 publications and led to additional outcomes, including ITU-T contributions, a patent, ITU-T Recommendations, and conference papers -- all built on the datasets, models, and ALTRUIST tool developed in this thesis.

Place, publisher, year, edition, pages
Luleå: Luleå University of Technology, 2026.
Series
Doctoral thesis / Luleå University of Technology, ISSN 1402-1544
Keywords [en]
quality of experience, quality of service, cloud gaming, virtuality reality, mobile devices, heterogeneous access networks, machine learning
National Category
Computer Sciences
Research subject
Pervasive Mobile Computing
Identifiers
URN: urn:nbn:se:ltu:diva-116973ISBN: 978-91-8142-022-7 (print)ISBN: 978-91-8142-023-4 (electronic)OAI: oai:DiVA.org:ltu-116973DiVA, id: diva2:2050682
Public defence
2026-06-03, A193, Luleå University of Technology, Skellefteå, 09:00 (English)
Opponent
Supervisors
Available from: 2026-04-07 Created: 2026-04-03 Last updated: 2026-04-08Bibliographically approved
List of papers
1. Subjective Quality of Experience Assessment in Mobile Cloud Games
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2022 (English)In: 2022 IEEE Global Communications Conference, GLOBECOM: Proceedings, IEEE, 2022, p. 1918-1923Conference paper, Published paper (Refereed)
Abstract [en]

The rise of mobile cloud gaming  (MCG) has necessitated understanding its impact on mobile network design and deployment for end users' QoE maximization. MCG is a dynamic service that requires stringent quality from network operators. Therefore, this paper investigates the subjective QoE of MCG over mobile networks played on smartphones. We conducted subjective tests (N=31); our results indicate that MCG is affected differently by QoS attributes such as packet loss (PL), round trip time (RTT) and jitter compared to cloud games and online mobile games. We identify that RTT values above 100 milliseconds significantly impact users' QoE, measured via the mean opinion score (MOS). Further, lower RTT values with high PL; and higher RTT values with low PL cause a strong negative effect on MOS. Lastly, bursty jitter seems to affect the MOS, while random jitter does not significantly impact MOS.

Place, publisher, year, edition, pages
IEEE, 2022
Keywords
Subjective tests, Quality of Experience, Quality of Service, mobile games, mobile networks
National Category
Communication Systems
Research subject
Pervasive Mobile Computing
Identifiers
urn:nbn:se:ltu:diva-95066 (URN)10.1109/GLOBECOM48099.2022.10001407 (DOI)000922633501156 ()2-s2.0-85146916640 (Scopus ID)978-1-6654-3540-6 (ISBN)
Conference
2022 IEEE Global Communications Conference (GLOBECOM 2022), December 4-8, 2022, Rio de Janeiro, Brazil
Available from: 2022-12-29 Created: 2022-12-29 Last updated: 2026-04-03Bibliographically approved
2. Objective QoE Models for Cloud-Based First Person Shooter Game over Mobile Networks
Open this publication in new window or tab >>Objective QoE Models for Cloud-Based First Person Shooter Game over Mobile Networks
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2024 (English)In: 2024 IEEE 21st Consumer Communications & Networking Conference (CCNC), IEEE, 2024, p. 550-553Conference paper, Published paper (Refereed)
Place, publisher, year, edition, pages
IEEE, 2024
Series
Consumer Communications and Networking Conference, CCNC IEEE
National Category
Computer and Information Sciences Communication Systems
Research subject
Pervasive Mobile Computing
Identifiers
urn:nbn:se:ltu:diva-104680 (URN)10.1109/CCNC51664.2024.10454666 (DOI)001192142600088 ()2-s2.0-85189199208 (Scopus ID)
Conference
21st IEEE Consumer Communications and Networking Conference (CCNC), Las Vegas, NV, USA, January 6-9, 2024
Note

ISBN for host publication: 979-8-3503-0457-2

Available from: 2024-03-19 Created: 2024-03-19 Last updated: 2026-04-03Bibliographically approved
3. QoE Measurement and Prediction for Virtual Reality Cloud-based Gaming over Heterogeneous Access Networks
Open this publication in new window or tab >>QoE Measurement and Prediction for Virtual Reality Cloud-based Gaming over Heterogeneous Access Networks
(English)Manuscript (preprint) (Other academic)
National Category
Computer Sciences
Research subject
Pervasive Mobile Computing
Identifiers
urn:nbn:se:ltu:diva-116796 (URN)
Available from: 2026-03-19 Created: 2026-03-19 Last updated: 2026-04-08Bibliographically approved
4. Subjective QoE Assessment for Virtual Reality Cloud-based First-Person Shooter Game
Open this publication in new window or tab >>Subjective QoE Assessment for Virtual Reality Cloud-based First-Person Shooter Game
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2024 (English)In: ICC 2024 - IEEE International Conference on Communications / [ed] Matthew Valenti; David Reed; Melissa Torres, IEEE, 2024, p. 4698-4703Conference paper, Published paper (Refereed)
Place, publisher, year, edition, pages
IEEE, 2024
Series
IEEE International Conference on Communications, E-ISSN 1938-1883
National Category
Computer and Information Sciences
Research subject
Pervasive Mobile Computing
Identifiers
urn:nbn:se:ltu:diva-108929 (URN)10.1109/ICC51166.2024.10622467 (DOI)001300022504136 ()2-s2.0-85202845299 (Scopus ID)978-1-7281-9054-9 (ISBN)
Conference
IEEE International Conference on Communications (ICC 2024), June 9-13, 2024, Denver, USA
Available from: 2024-08-23 Created: 2024-08-23 Last updated: 2026-04-03Bibliographically approved
5. QoE Models for Virtual Reality Cloud-based First Person Shooter Game over Mobile Networks
Open this publication in new window or tab >>QoE Models for Virtual Reality Cloud-based First Person Shooter Game over Mobile Networks
2024 (English)In: Proceedings of the 2024 20th International Conference on Network and Service Management, CNSM 2024 / [ed] Pál Varga; Pavel Čeleda; Tim Wauters; Mauro Tortonesi; Jérôme François; Jaime Galán Jiménez, IEEE, 2024Conference paper, Published paper (Refereed)
Abstract [en]

Virtual reality cloud-based gaming (VRCG) services are becoming widely available on virtual reality (VR) devices delivered over computer networks.VRCG brings users worldwide an extensive catalog of games to play anywhere and anytime. Delivering these gaming services in existing broadband mobile networks is challenging due to their stochastic nature and the user perceived Quality of Experience (QoE)' sensitivity towards them. More research is needed regarding developing effective methods to measure the impact of network QoS factors on users' QoE in the VRCG context. Therefore, this paper proposes, develops, and validates three novel regression models trained on a real dataset collected via subjective tests (N=30); the dataset contains subjective users' QoE ratings regarding VR shooters affected by network conditions (N=28), such as round-trip time (RTT), random jitter (RJ), and packet loss (PL). Our findings reveal that due to the nonlinear relationship of (RTT and RJ) tested together, nonlinear(mean absolute error (MAE)=0.14) and polynomial (MAE=0.15) regression models have the best performance; yet, simple linear regression model(MAE=0.19) is also suitable to predict QoE for VRCG. Further, we found that the model's most important feature is RTT, followed by (RTT, RJ). Finally, our models' prediction of QoE for real-world traffic measurements suggests that mobile network traffic (4G, 5G non-standalone, 5G standalone) provides a 2.5 \(\leq MOS\_{QoE} \leq\) 3.0 experience for VRCG, while 4.2 \(\leqMOS\_{QoE} \leq\) 4.4  for wired connections, suggesting the need for improvements in the current commercial 5G network deployments to deliverVRCG.

Place, publisher, year, edition, pages
IEEE, 2024
Series
International Conference on Network and Service Management, E-ISSN 2165-963X
Keywords
QoE, Cloud-based streaming, Virtual Reality, Metaverse, Games
National Category
Computer Sciences Communication Systems
Research subject
Pervasive Mobile Computing
Identifiers
urn:nbn:se:ltu:diva-109768 (URN)10.23919/CNSM62983.2024.10814458 (DOI)001414325200049 ()2-s2.0-85216565259 (Scopus ID)
Conference
20th International Conference on Network and Service Management (CNSM 2024), Prague, Czech Republic, October 28-31, 2024
Note

ISBN for host publication: 978-3-903176-66-9

Available from: 2024-09-08 Created: 2024-09-08 Last updated: 2026-04-03Bibliographically approved
6. ALTRUIST: A Multi-platform Tool for Conducting QoE Subjective Tests
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2023 (English)In: 2023 15th International Conference on Quality of Multimedia Experience (QoMEX), IEEE, 2023, p. 99-102Conference paper, Published paper (Refereed)
Abstract [en]

Quality of Experience (QoE) subjective assessment often demands setting up expensive lab experiments that involve controlling several software programs and services. In addition, these experiments may pose significant challenges regarding man-agement of testbed software components as they may have to be synchronized for efficient data collection, leading to human errors or loss of time. Further, maintaining error-free repeatability between subsequent subjective tests and comprehensive data collection is essential. Therefore, this paper proposes, develops and validates ALTRUIST, a multi-platform tool that assists the experimenter in conducting subjective tests by controlling external applications, facilitates data collection and automates test execution for conducting repeatable subjective tests in broad application areas.

Place, publisher, year, edition, pages
IEEE, 2023
Series
International Workshop on Quality of Multimedia Experience, QoMEX, ISSN 2372-7179, E-ISSN 2472-7814
National Category
Computer Sciences Software Engineering
Research subject
Pervasive Mobile Computing
Identifiers
urn:nbn:se:ltu:diva-100658 (URN)10.1109/QoMEX58391.2023.10178508 (DOI)001037196100019 ()2-s2.0-85167362907 (Scopus ID)979-8-3503-1173-0 (ISBN)979-8-3503-1174-7 (ISBN)
Conference
2023 15th International Conference on Quality of Multimedia Experience (QoMEX), June 20-22, 2023, Ghent, Belgium
Available from: 2023-08-21 Created: 2023-08-21 Last updated: 2026-04-03Bibliographically approved
7. A Demonstration of ALTRUIST for Conducting QoE Subjective Tests in Immersive Systems
Open this publication in new window or tab >>A Demonstration of ALTRUIST for Conducting QoE Subjective Tests in Immersive Systems
2024 (English)In: 2024 IEEE 21st Consumer Communications & Networking Conference (CCNC), IEEE, 2024, p. 1120-1121Conference paper, Oral presentation with published abstract (Refereed)
Place, publisher, year, edition, pages
IEEE, 2024
Series
Consumer Communications and Networking Conference, CCNC IEEE
National Category
Electrical Engineering, Electronic Engineering, Information Engineering Computer and Information Sciences
Research subject
Pervasive Mobile Computing
Identifiers
urn:nbn:se:ltu:diva-104678 (URN)10.1109/CCNC51664.2024.10454751 (DOI)001192142600265 ()2-s2.0-85189198497 (Scopus ID)
Conference
21st IEEE Consumer Communications and Networking Conference (CCNC), Las Vegas, NV, USA, January 6-9, 2024
Note

ISBN for host publication: 979-8-3503-0457-2

Available from: 2024-03-19 Created: 2024-03-19 Last updated: 2026-04-03Bibliographically approved
8. A Demonstration of QoE Assessment for Cloud-based Social XR Applications over Mobile Networks
Open this publication in new window or tab >>A Demonstration of QoE Assessment for Cloud-based Social XR Applications over Mobile Networks
2025 (English)In: IEEE 22nd Consumer Communications & Networking Conference (CCNC), 2025, Las Vegas, NV, USA, 2025, p. 1-2Conference paper, Published paper (Refereed)
Abstract [en]

Cloud-based social eXtended Reality (XR) services are the cornerstone for realizing the promises of the Metaverse. These services hosted either on datacenters or edge, will demand stringent mobile network quality of service (QoS) to operate effectively and provide an acceptable user quality. It becomes fundamental to study how mobile networks QoS factors round-trip time (RTT), packet loss (PL), and jitter affect these services by measuring their effect on users' perceived quality of experience (QoE). Subjective QoE assessment involves carefully controlled laboratory environments to generate the desired conditions between a large set of users. The requirements for a cloud-based social XR service lab-setup are complex: Identify a reliable streaming service, a customizable VR application, emulate network conditions, define activities or tasks for users to perform, collect their data, label it; all while mitigating possible human mistakes. To address these requirements, we present an effective technical setup that can consistently repeat the same conditions between users and that can be easily replicated to other labs conducting cloud-based social XR research.

Place, publisher, year, edition, pages
Las Vegas, NV, USA: , 2025
Keywords
QoE, Metaverse, Social XR, Cloud Computing, Computer Networks
National Category
Electrical Engineering, Electronic Engineering, Information Engineering
Research subject
Pervasive Mobile Computing
Identifiers
urn:nbn:se:ltu:diva-112747 (URN)10.1109/ccnc54725.2025.10976077 (DOI)001517190200162 ()2-s2.0-105005156736 (Scopus ID)979-8-3315-0805-0 (ISBN)
Conference
IEEE 22nd Consumer Communications & Networking Conference (CCNC)
Available from: 2025-05-21 Created: 2025-05-21 Last updated: 2026-04-03
9. Interactivity Assessment of Streamed Games over Heterogeneous Access Networks using Bayesian Networks
Open this publication in new window or tab >>Interactivity Assessment of Streamed Games over Heterogeneous Access Networks using Bayesian Networks
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2025 (English)In: 2025 21th International Conference on Network and Service Management (CNSM), 2025, p. 1-10Conference paper, Published paper (Refereed)
Abstract [en]

Interactivity is a metric that measures the level of control or manipulation users may exert over a system, software, or service. It is considered a key dimension in cloud-gaming services, measuring how effectively users can control and respond to game events in real-time. Although widely acknowledged by standards such as ITU-T Rec. G.1051, G.1072, its relationship to other quality dimensions such as video, audio, and overall Quality of Experience (QoE), remains not thoroughly examined. In this paper, we present a novel Bayesian Network-based framework to model and analyze interactivity alongside other quality factors under varied network conditions. Our method enables probabilistic inference and sensitivity analysis across perceptual variables, offering explainable insights into their mutual influence. Using data from two (\textit{N1}=30, and \textit{N2}=31 subjects) subjective studies — one for Virtual Reality Cloud Gaming (VRCG) and another for Mobile Cloud Gaming (MCG) — we show interactivity is most sensitive to round trip time (RTT) but resilient to jitter (RJ) effect. Further, an assessment of the seven interactivity-only variables shows that their distributions change uniformly under varying network conditions, suggesting that interactivity may be captured by a single metric. Finally, sensitivity analyses indicate that QoE is a more representative metric than interactivity for quality assessment in cloud gaming over heterogeneous access networks.

Keywords
Bayesian Network, Subjective tests, Interactivity, Quality of Experience, Quality of Service, Cloud Gaming, Heterogeneous Access Networks, Virtual Reality, Mobile Cloud Games
National Category
Artificial Intelligence Human Computer Interaction Networked, Parallel and Distributed Computing
Research subject
Computer Science
Identifiers
urn:nbn:se:ltu:diva-115088 (URN)10.23919/CNSM67658.2025.11297563 (DOI)
Conference
International Conference on Network and Service Management
Available from: 2025-10-10 Created: 2025-10-10 Last updated: 2026-04-03
10. QoE Measurement and Prediction For Mobile Cloud Shooter Game Streamed over HANs
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(English)Manuscript (preprint) (Other academic)
National Category
Communication Systems Computer Sciences
Research subject
Pervasive Mobile Computing
Identifiers
urn:nbn:se:ltu:diva-116794 (URN)
Available from: 2026-03-19 Created: 2026-03-19 Last updated: 2026-04-08Bibliographically approved

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