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Cloud-gaming: Quality of experience of gaming - the effect of delay and data rate limitation

Location: Auditorium 1, TEL, Ernst-Reuter-Platz 7, 20th floor


***Please notice exceptional time: 15:00 - 15:45***

Dennis Pommer (TU Berlin)


The effect of delay and data rate limitation on the quality of experience of a cloud gaming service provider is the subject of this student research project.

To play nearly every videogame even on thin clients is one advantage of cloud gaming, where the game is rendered by a powerful server. The video- and audiostreams are transmitted to the user via internet connection. The only tasks left for the client hardware are the stream decoding processes, the presentation of its content to the user and the forwarding of the user input to the server.

In this study we tested a cloud gaming provider, which is not yet present on the market. From the offered games, two were chosen, and suitable test conditions were defined based on several preliminary trials. In the successive main experiment, the ratings of 19 participants were analyzed statistically.


Dennis Pommer studies electrical engineering at the Technische Universität in Berlin. His major subject is information transmission and communication networks and he worked with Prof. Dr.-Ing. Sebastian Möller, head of the quality and usability lab, on this student research project. In his free time, he is in charge of several computer-projects for elderly people.

HOST: Sebastian Möller



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