In the recent years, the mobile gaming has been tremendously increased because of its enormous entertainment features. Mobile cloud gaming is a promising technology that overcomes the implicit restrictions such as computational capacity and limited battery life. GamingAnywhere is an open source cloud gaming system which is used in this thesis to measure the Quality of service of mobile cloud gaming. The aim of the thesis is to measure the QoS used in GamingAnywhere for mobile cloud gaming. Games are streamed from the server to the mobile client. In our study, QoS is measured using Differentiated Service (DiffServ) architecture for the traffic shaping. The research method is carried out using an experimental testbed. Dummynet is used for traffic shaping. Performance is measured in terms of bitrate, packet loss, jitter, and frame rate. Different resolutions of the game are considered in our empirical research and our results show that the framerate and bitrate have increased with the impact of network delay. / <p>Ganesh Grandhi: +46767671612</p>
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:bth-13291 |
Date | January 2016 |
Creators | Grandhi, Veera Venkata Santosh Surya Ganesh |
Publisher | Blekinge Tekniska Högskola, Institutionen för kommunikationssystem |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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