Quality of experience (QoE) in cloud gaming models: A review

Author:

Laghari Asif Ali1,He Hui1,Memon Kamran Ali2,Laghari Rashid Ali3,Halepoto Imtiaz Ali4,Khan Asiya5

Affiliation:

1. Computer Networks and Security Lab, School of Computer Science and Technology, Harbin Institute of Technology, Harbin, Heilongjiang, China

2. State Key Laboratory of Information Photonics and Optical Communications, School of Electronic Engineering, Beijing University of Posts and Telecommunications, Beijing, China

3. School of Mechatronics, Harbin Institute of Technology, Harbin, Heilongjiang, China

4. QUEST Nawabshah, Sindh, Pakistan

5. School of Engineering, University of Plymouth, Plymouth, UK

Publisher

IOS Press

Subject

General Computer Science

Reference113 articles.

1. J. Mulligan and P. Bridgette, Devel-oping online games: An insider’s guide, New Riders, 2003.

2. Games@ Large-a new platform for ubiquitous gaming and multimedia;Tzruya;Proc BBEurope, Geneva, Switzerland,2006

3. J.D. Owens, D. Luebke, N. Govindaraju, M. Harris, J. Krüger, A.E. Lefohn and T.J. Purcell, A survey of general-purpose computation on graphics hardware, in: Computer Graphics Forum Oxford, UK: Blackwell Publishing Ltd 26(1) (Mar 2007), 80–113.

4. Aspects of networking in multiplayer computer games;Smed;The Electronic Library,2002

5. J. Pellicone, A chronological history of cloud gaming down through the ages, May 4 2014. https://cloudtweaks.com/2014/05/chronological-history-cloud-gaming-ages/.

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