@misc{15775, author = {Saeed Sabet and Steven Schmidt and Saman Zadtootaghaj and Carsten Griwodz and Sebastian Moller}, title = {A Latency Compensation Technique Based on Game Characteristics to Mitigate the Influence of Delay on Cloud Gaming Quality of Experience}, abstract = {Cloud Gaming (CG) is an immersive multimedia service that promises many benefits. In CG, the games are rendered in a cloud server, and the resulted scenes are streamed as a video sequence to the client. Using CG users are not forced to update their gaming hardware frequently, and available games can be played on any operating system or suitable device. However, cloud gaming requires a reliable and low-latency network, which makes it a very challenging service. Transmission latency strongly affects the playability of a cloud game and consequently reduces the users{\textquoteright} Quality of Experience (QoE). In this paper, we propose a latency compensation technique using game adaptation that mitigates the influence of delay on QoE. This technique uses five game characteristics for the adaptation. These characteristics, in addition to an Aim-assistance technique, were implemented in four games for evaluation. A subjective study using 194 participants was conducted using a crowdsourcing approach. The results showed that the majority of the proposed adaptation techniques lead to significant improvements in the cloud gaming QoE.}, year = {2020}, journal = {ACM Multimedia Systems Conference 2020 (MMSys 2020)}, pages = {15-25}, publisher = {ACM}, address = {New York, NY, USA}, url = {https://dl.acm.org/doi/abs/10.1145/3339825.3391855}, doi = {10.1145/3339825.3391855}, }