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.

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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

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article

Optimizing QoE for Virtual Reality Games on Mobile Edge Networks

Sami Souihi, Scott Fowler
2 citations
IoT and Edge/Fog Computing
0.70
article

Optimizing QoE for Virtual Reality Games on Mobile Edge Networks

Sami Souihi, Scott Fowler
article en
2 citations

Abstract

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.

Université Paris-Est Créteil (FR), Paris-Est Sup (FR)
HORIZON EUROPE Framework Programme
Openalex Percentile: Top 27%
IoT and Edge/Fog Computing
0.70
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