{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,13]],"date-time":"2026-04-13T22:18:22Z","timestamp":1776118702458,"version":"3.50.1"},"publisher-location":"New York, NY, USA","reference-count":36,"publisher":"ACM","license":[{"start":{"date-parts":[[2020,5,27]],"date-time":"2020-05-27T00:00:00Z","timestamp":1590537600000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2020,5,27]]},"DOI":"10.1145\/3339825.3391855","type":"proceedings-article","created":{"date-parts":[[2020,5,28]],"date-time":"2020-05-28T04:34:06Z","timestamp":1590640446000},"page":"15-25","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":41,"title":["A latency compensation technique based on game characteristics to mitigate the influence of delay on cloud gaming quality of experience"],"prefix":"10.1145","author":[{"given":"Saeed Shafiee","family":"Sabet","sequence":"first","affiliation":[{"name":"SimulaMet, Oslo, Norway and TU Berlin"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Steven","family":"Schmidt","sequence":"additional","affiliation":[{"name":"TU Berlin, Berlin, Germany"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Saman","family":"Zadtootaghaj","sequence":"additional","affiliation":[{"name":"TU Berlin, Berlin, Germany"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Babak","family":"Naderi","sequence":"additional","affiliation":[{"name":"TU Berlin, Berlin, Germany"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Carsten","family":"Griwodz","sequence":"additional","affiliation":[{"name":"University of Oslo, Oslo, Norway"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Sebastian","family":"M\u00f6ller","sequence":"additional","affiliation":[{"name":"TU Berlin, Berlin, Germany"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"320","published-online":{"date-parts":[[2020,5,27]]},"reference":[{"key":"e_1_3_2_1_1_1","doi-asserted-by":"publisher","DOI":"10.1109\/ISM.2018.00028"},{"key":"e_1_3_2_1_2_1","volume-title":"2011 Fifth International Conference on Innovative Mobile and Internet Services in Ubiquitous Computing (pp. 330--335)","author":"Jarschel M.","year":"2011","unstructured":"Jarschel , M. , Schlosser , D. , Scheuring , S. , & Ho\u00dffeld , T. ( 2011 , June). An evaluation of QoE in cloud gaming based on subjective tests . In 2011 Fifth International Conference on Innovative Mobile and Internet Services in Ubiquitous Computing (pp. 330--335) . IEEE. Jarschel, M., Schlosser, D., Scheuring, S., & Ho\u00dffeld, T. (2011, June). An evaluation of QoE in cloud gaming based on subjective tests. In 2011 Fifth International Conference on Innovative Mobile and Internet Services in Ubiquitous Computing (pp. 330--335). IEEE."},{"key":"e_1_3_2_1_3_1","volume-title":"Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games (pp. 161--165)","author":"Aggarwal S.","year":"2004","unstructured":"Aggarwal , S. , Banavar , H. , Khandelwal , A. , Mukherjee , S. , & Rangarajan , S. ( 2004 , August). Accuracy in dead-reckoning based distributed multiplayer games . In Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games (pp. 161--165) . Aggarwal, S., Banavar, H., Khandelwal, A., Mukherjee, S., & Rangarajan, S. (2004, August). Accuracy in dead-reckoning based distributed multiplayer games. In Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games (pp. 161--165)."},{"key":"e_1_3_2_1_4_1","volume-title":"Game Developers Conference (Vol. 98033","author":"Bernier Y. W.","year":"2001","unstructured":"Bernier , Y. W. ( 2001 , March). Latency compensating methods in client\/server in-game protocol design and optimization . In Game Developers Conference (Vol. 98033 , No. 425). Bernier, Y. W. (2001, March). Latency compensating methods in client\/server in-game protocol design and optimization. In Game Developers Conference (Vol. 98033, No. 425)."},{"key":"e_1_3_2_1_5_1","volume-title":"Das flow-Erlebnis: jenseits von Angst und Langeweile: im Tun aufgehen. Klett-Cotta","author":"Csikszentmihalyi M.","year":"1987","unstructured":"Csikszentmihalyi , M. ( 1987 ). Das flow-Erlebnis: jenseits von Angst und Langeweile: im Tun aufgehen. Klett-Cotta . Csikszentmihalyi, M. (1987). Das flow-Erlebnis: jenseits von Angst und Langeweile: im Tun aufgehen. Klett-Cotta."},{"key":"e_1_3_2_1_6_1","doi-asserted-by":"publisher","DOI":"10.1145\/223904.223939"},{"key":"e_1_3_2_1_7_1","volume-title":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 2355--2364)","author":"Bateman S.","year":"2011","unstructured":"Bateman , S. , Mandryk , R. L. , Stach , T. , & Gutwin , C. ( 2011 , May). Target assistance for subtly balancing competitive play . In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 2355--2364) . Bateman, S., Mandryk, R. L., Stach, T., & Gutwin, C. (2011, May). Target assistance for subtly balancing competitive play. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 2355--2364)."},{"key":"e_1_3_2_1_8_1","doi-asserted-by":"publisher","DOI":"10.1145\/2556288.2557308"},{"key":"e_1_3_2_1_9_1","doi-asserted-by":"publisher","DOI":"10.1109\/IGIC.2013.6659141"},{"key":"e_1_3_2_1_10_1","doi-asserted-by":"publisher","DOI":"10.1109\/QoMEX.2017.7965676"},{"key":"e_1_3_2_1_11_1","doi-asserted-by":"publisher","DOI":"10.1145\/1016540.1016556"},{"key":"e_1_3_2_1_12_1","doi-asserted-by":"publisher","DOI":"10.1007\/s00530-012-0271-3"},{"key":"e_1_3_2_1_13_1","volume-title":"A distributed architecture for multiplayer interactive applications on the Internet","author":"Diot C.","year":"1999","unstructured":"Diot , C. , & Gautier , L. ( 1999 ). A distributed architecture for multiplayer interactive applications on the Internet . IEEE network, 13(4), 6--15. Diot, C., & Gautier, L. (1999). A distributed architecture for multiplayer interactive applications on the Internet. IEEE network, 13(4), 6--15."},{"key":"e_1_3_2_1_14_1","volume-title":"No.","author":"Bettner P.","year":"2001","unstructured":"Bettner , P. , & Terrano , M. ( 2001 , March). 1500 archers on a 28.8: Network programming in Age of Empires and beyond. In GDC (Vol. 2 , No. 2001, p. 30p). Bettner, P., & Terrano, M. (2001, March). 1500 archers on a 28.8: Network programming in Age of Empires and beyond. In GDC (Vol. 2, No. 2001, p. 30p)."},{"key":"e_1_3_2_1_15_1","volume-title":"Local-lag and timewarp: providing consistency for replicated continuous applications","author":"Mauve M.","year":"2004","unstructured":"Mauve , M. , Vogel , J. , Hilt , V. , & Effelsberg , W. ( 2004 ). Local-lag and timewarp: providing consistency for replicated continuous applications . IEEE transactions on Multimedia , 6(1), 47--57. Mauve, M., Vogel, J., Hilt, V., & Effelsberg, W. (2004). Local-lag and timewarp: providing consistency for replicated continuous applications. IEEE transactions on Multimedia, 6(1), 47--57."},{"key":"e_1_3_2_1_16_1","doi-asserted-by":"publisher","DOI":"10.1145\/1730836.1730863"},{"key":"e_1_3_2_1_17_1","doi-asserted-by":"publisher","DOI":"10.1037\/h0055392"},{"key":"e_1_3_2_1_18_1","volume-title":"Proceedings of the 15th IARIA Advanced International Conference on Telecommunications (AICT).","author":"Sun J.","year":"2019","unstructured":"Sun , J. , & Claypool , M. ( 2019 ). Evaluating Streaming and Latency Compensation in a Cloud-based Game . In Proceedings of the 15th IARIA Advanced International Conference on Telecommunications (AICT). Sun, J., & Claypool, M. (2019). Evaluating Streaming and Latency Compensation in a Cloud-based Game. In Proceedings of the 15th IARIA Advanced International Conference on Telecommunications (AICT)."},{"key":"e_1_3_2_1_19_1","volume-title":"Autonomous Control for a Reliable Internet of Services (pp. 104--127)","author":"Li Z.","year":"2018","unstructured":"Li , Z. , Melvin , H. , Bruzgiene , R. , Pocta , P. , Skorin-Kapov , L. , & Zgank , A. ( 2018 ). Lag Compensation for First-Person Shooter Games in Cloud Gaming . In Autonomous Control for a Reliable Internet of Services (pp. 104--127) . Springer , Cham . Li, Z., Melvin, H., Bruzgiene, R., Pocta, P., Skorin-Kapov, L., & Zgank, A. (2018). Lag Compensation for First-Person Shooter Games in Cloud Gaming. In Autonomous Control for a Reliable Internet of Services (pp. 104--127). Springer, Cham."},{"key":"e_1_3_2_1_20_1","doi-asserted-by":"publisher","DOI":"10.1145\/2742647.2742656"},{"key":"e_1_3_2_1_21_1","doi-asserted-by":"publisher","DOI":"10.1109\/QoMEX.2019.8743239"},{"key":"e_1_3_2_1_22_1","doi-asserted-by":"publisher","DOI":"10.1145\/3304109.3306232"},{"key":"e_1_3_2_1_23_1","doi-asserted-by":"publisher","DOI":"10.1145\/3304113.3326113"},{"key":"e_1_3_2_1_24_1","doi-asserted-by":"publisher","DOI":"10.1145\/3386293.3397116"},{"key":"e_1_3_2_1_25_1","doi-asserted-by":"publisher","DOI":"10.1145\/2736084.2736093"},{"key":"e_1_3_2_1_26_1","volume-title":"International Journal of Computer Games Technology.","author":"Djaouti D.","year":"2008","unstructured":"Djaouti , D. , Alvarez , J. , Jessel , J. P. , Methel , G. , & Molinier , P. ( 2008 ). A gameplay definition through videogame classification . International Journal of Computer Games Technology. Djaouti, D., Alvarez, J., Jessel, J. P., Methel, G., & Molinier, P. (2008). A gameplay definition through videogame classification. International Journal of Computer Games Technology."},{"key":"e_1_3_2_1_27_1","volume-title":"Proceedings of the 4th Internet-QoE Workshop on QoE-based Analysis and Management of Data Communication Networks (pp. 19--24)","author":"Hirth M.","year":"2019","unstructured":"Hirth , M. , Borchert , K. , Allendorf , F. , Metzger , F. , & Ho\u00dffeld , T. ( 2019 , October). Crowd-based Study of Gameplay Impairments and Player Performance in DOTA 2 . In Proceedings of the 4th Internet-QoE Workshop on QoE-based Analysis and Management of Data Communication Networks (pp. 19--24) . Hirth, M., Borchert, K., Allendorf, F., Metzger, F., & Ho\u00dffeld, T. (2019, October). Crowd-based Study of Gameplay Impairments and Player Performance in DOTA 2. In Proceedings of the 4th Internet-QoE Workshop on QoE-based Analysis and Management of Data Communication Networks (pp. 19--24)."},{"key":"e_1_3_2_1_28_1","volume-title":"Subjective evaluation of speech quality with a crowdsourcing approach","author":"Recommandation P.","year":"2018","unstructured":"ITU-T Recommandation P. 808 ( 2018 ), Subjective evaluation of speech quality with a crowdsourcing approach . ITU-T Recommandation P.808 (2018), Subjective evaluation of speech quality with a crowdsourcing approach."},{"key":"e_1_3_2_1_29_1","volume-title":"Subjective evaluation methods for gaming quality","author":"Recommandation P.","year":"2018","unstructured":"ITU-T Recommandation P. 809 , ( 2018 ). Subjective evaluation methods for gaming quality . ITU-T Recommandation P.809, (2018). Subjective evaluation methods for gaming quality."},{"key":"e_1_3_2_1_30_1","doi-asserted-by":"publisher","DOI":"10.1109\/QoMEX48832.2020.9123122"},{"key":"e_1_3_2_1_31_1","doi-asserted-by":"publisher","DOI":"10.1109\/QoMEX.2013.6603243"},{"key":"e_1_3_2_1_32_1","volume-title":"Universit\u00e4t Regensburg.","author":"Engl S.","year":"2010","unstructured":"Engl , S. ( 2010 ). Mobile Gaming-Eine empirische Studie zum Spielverhalten und Nutzungserlebnis in mobilen Kontexten. Magister thesis , Universit\u00e4t Regensburg. Engl, S. (2010). Mobile Gaming-Eine empirische Studie zum Spielverhalten und Nutzungserlebnis in mobilen Kontexten. Magister thesis, Universit\u00e4t Regensburg."},{"key":"e_1_3_2_1_33_1","volume-title":"Opinion Model Predicting Gaming QoE for Cloud Gaming Services","author":"Recommandation G.","year":"2020","unstructured":"ITU-T Recommandation G. 1072 , ( 2020 ), Opinion Model Predicting Gaming QoE for Cloud Gaming Services . ITU-T Recommandation G.1072, (2020), Opinion Model Predicting Gaming QoE for Cloud Gaming Services."},{"key":"e_1_3_2_1_34_1","volume-title":"Data Assessment for an Opinion Model Predicting Gaming QoE","author":"Contribution","year":"2018","unstructured":"ITU-T Contribution 293 , ( 2018 ), Data Assessment for an Opinion Model Predicting Gaming QoE . ITU-T Contribution 293, (2018), Data Assessment for an Opinion Model Predicting Gaming QoE."},{"key":"e_1_3_2_1_35_1","volume-title":"DAGA.","author":"K\u00f6ster F.","year":"2015","unstructured":"K\u00f6ster , F. , Guse , D. , W\u00e4ltermann , M. , & M\u00f6ller , S. ( 2015 ). Comparison between the discrete ACR scale and an extended continuous scale for the quality assessment of transmitted speech. Fortschritte der Akustik , DAGA. K\u00f6ster, F., Guse, D., W\u00e4ltermann, M., & M\u00f6ller, S. (2015). Comparison between the discrete ACR scale and an extended continuous scale for the quality assessment of transmitted speech. Fortschritte der Akustik, DAGA."},{"key":"e_1_3_2_1_36_1","volume-title":"Towards the Impact of Gamers Strategy and User Inputs on the Delay Sensitivity of the Cloud Games. In 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX)","author":"Sabet S. S.","year":"2020","unstructured":"Sabet , S. S. , Schmidt , S. , Zadtootaghaj , S. , Griwodz , C. , & Moller , S. ( 2020 ). Towards the Impact of Gamers Strategy and User Inputs on the Delay Sensitivity of the Cloud Games. In 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX) , 2020 Sabet, S. S., Schmidt, S., Zadtootaghaj, S., Griwodz, C., & Moller, S. (2020). Towards the Impact of Gamers Strategy and User Inputs on the Delay Sensitivity of the Cloud Games. In 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX), 2020"}],"event":{"name":"MMSys '20: 11th ACM Multimedia Systems Conference","location":"Istanbul Turkey","acronym":"MMSys '20","sponsor":["SIGMM ACM Special Interest Group on Multimedia","SIGCOMM ACM Special Interest Group on Data Communication","SIGMOBILE ACM Special Interest Group on Mobility of Systems, Users, Data and Computing"]},"container-title":["Proceedings of the 11th ACM Multimedia Systems Conference"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3339825.3391855","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3339825.3391855","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,17]],"date-time":"2025-06-17T23:54:08Z","timestamp":1750204448000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3339825.3391855"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2020,5,27]]},"references-count":36,"alternative-id":["10.1145\/3339825.3391855","10.1145\/3339825"],"URL":"https:\/\/doi.org\/10.1145\/3339825.3391855","relation":{},"subject":[],"published":{"date-parts":[[2020,5,27]]},"assertion":[{"value":"2020-05-27","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}