Table of Contents

 1     Scope          
 2     References
 3     Definitions
 4     Abbreviations and acronyms             
 5     Conventions            
 6     Introduction             
 7     Test method to obtain two-way latency       
        7.1     Approach to obtain two-way latency 
        7.2     Extending the approach to asymmetrical traffic             
        7.3     Guidelines to derive traffic patterns from real applications       
 8     Latency test results and metrics       
        8.1     Per-packet two-way latency  
        8.2     Packet delay variation              
        8.3     Inter-packet delay variation   
        8.4     Lost packets 
 9     Interactivity prediction model and related test case definition           
        9.1     Principles of the generic interactivity model approach
        9.2     Parametrization of an interactivity model        
        9.3     Guidelines for application grouping    
        9.4     Guidelines for defining test cases        
Annex A – Computational structure of a generic interactivity model approach    
        A.1     Introduction 
        A.2     Modelling approach for perceived interactivity of interactive applications         
        A.3     Consideration of lost and discarded packets and packet delay variation in the model   
        A.4     Conclusion    
Appendix I – Example generic traffic patterns and model parameters according to Annex A    
        I.1                  Principle of application emulation and model parameters             
        I.2                  Examples for application emulation and interactivity score computation
Appendix II – Parameter implementation according to Annex A based on subjective results for cloud gaming considering a real example application on client and server    
       II.1     Introduction  
       II.2     Traffic patterns            
       II.3     Guidance for adaptation           
       II.4     Parameters for approximation subjective scores for cloud gaming          
Bibliography