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