Optimizing QoE for Virtual Reality Games on Mobile Edge Networks
In this paper, we explore delivering mobile edge Virtual Reality (VR) gaming services with comprehensive and satisfactory Quality of Experience (QoE) across a distributed edge network. Our goal is to meet the QoE needs of all users, addressing both latency and visual considerations. However, the unique characteristics of edge-assisted mobile VR gaming distinguish our challenge from other distributed service provisioning issues. We introduce and address the challenge of provisioning QoE-centric mobile VR gaming services within a distributed edge environment by systematically capturing the unique attributes of mobile VR games. We demonstrate that this challenge can be formulated as a Mixed-Integer Quadratically Constrained Quadratic Programming (MIQCQP) problem. While mobile edge computing holds promise for mobile VR gaming, existing studies often overlook the need to deliver satisfactory $\mathbf{Q o E}$ to a large user base. Our paper focuses on delivering QoE-centric edge-assisted mobile VR gaming services to multiple users, comprehensively addressing visual and latency concerns.
Authors
- Sami Souihi (ORCID: https://orcid.org/0000-0001-5884-1425)
- Scott Fowler (ORCID: https://orcid.org/0000-0002-0019-8411)
Institutions
- Université Paris-Est Créteil (FR)
- Paris-Est Sup (FR)
Publication Details
- Published
- 2024-09-02
- DOI
- https://doi.org/10.1109/fmec62297.2024.10710211
- Citations
- 2
- Primary Topic
- IoT and Edge/Fog Computing
- Type
- article
- Field-Weighted Citation Impact
- 0.70
Funders
- HORIZON EUROPE Framework Programme