Design, Implementation, and Validation of a Multi-Site Gaming Streaming Service Over a 5G-Enabled Platform Articles uri icon

authors

  • Serrano, Javier
  • Del Rio, Alberto
  • NAKIMULI, WINNIE
  • Jimenez, David
  • GARCIA REINOSO, JAIME JOSE
  • Contreras, Luis M.
  • Alvarez, Federico

publication date

  • June 2022

start page

  • 464

end page

  • 474

issue

  • 2

volume

  • 68

International Standard Serial Number (ISSN)

  • 0018-9316

Electronic International Standard Serial Number (EISSN)

  • 1557-9611

abstract

  • Multi-Media applications are amongst the most demanding services, requiring high amounts of network capacity and computational resources for synchronous audio-visual streaming with high quality. Gaming streaming is one of the most demanding of these media applications. Recent technological advances in the 5G domain, precisely Network Function Virtualization (NFV) and Multi-access Edge Computing (MEC), unlock media industries' potential by offering high-quality media services through dynamic and efficient resource allocation with low latency. This work presents a multi-site gaming streaming use case implemented over an end-to-end 5G-enabled platform provided by the EU H2020 5G-PPP 5G EVE project. Furthermore, we present the executed use case experiment scenarios to validate the use case performance following a set of defined Quality of Experience(QoE)-related Key Performance Indicators (KPIs). In particular, this paper discusses the design workflow and orchestration of the multi-site gaming streaming use case across two 5G EVE sites (i.e., Spain and Greece), providing a detailed description of the network function applications and resources utilized for the use case. Subsequently, leveraging the 5G EVE monitoring platform, this paper elaborates on the executed experiment scenarios that provide the defined KPI metrics data. Finally, this paper presents, discusses, and analyzes the obtained KPI metrics data results and provides recommendations on future works for these kinds of use cases.

subjects

  • Computer Science
  • Telecommunications

keywords

  • 5g; gaming streaming; kpi; mec; multi-site mano; multimedia content transmission; nfv; qoe