About
What is the application supposed to do
The development of the application will follow four main phases. In the first phase we developed a plug-in to automatically evaluate the game quality based on the metric developed. In the second phase a test environment has been built and a first session of tests with a group of users took place. In the third phase the data collected have been analysed and new parameters for the metric has been proposed. In the fourth phase we start a new test phase in which the experience of the user has been compared with the result of the metric evaluation.
The new metric developed
Most of existent game quality assessment models take into consideration only network impairments therefore the measured games quality is only correlated with the network impairments (delay, jitter and to a limited extent packet loss). To estimate the players overall perception of games experience (quality) our proposed model extends the traditional objective game quality methods by introducing the end-user experience/knowledge. As shown in Figure 1 the model uses the following parameters:
- end-user experience.
- distortions introduced by game client equipment (memory, graphic card) and I/O devices (screen, keyboard, and joystick)
- distortions introduced by the network (end-to-end delay, jitter, packet loss)
- distortions introduced by game server (number of users, game type, game capability to adapt to network distortions).
GRF = (GRF M AXIGCDIN + A) ∗ IGS
where
- GRFMAX is the maximum Game Rating Factor (90)
- IGCD: impairment factor representing all impairments due to Game Client and I/O device
- IN: impairment factor representing all impairments due to network con- nection between the game server and game client
- IGS: impairment factor representing all impairments due to Game Server (0 or 1)
- A: represents the end-user hands on experience with online games (max
10)