Evidence map›Paper›PMID 40096493›Full record

ArticleSensors (Basel, Switzerland)2025

Quality of Experience (QoE) in Cloud Gaming: A Comparative Analysis of Deep Learning Techniques via Facial Emotions in a Virtual Reality Environment.

Awais Khan Jumani, Jinglun Shi, Asif Ali Laghari, Muhammad Ahmad Amin, Aftab Ul Nabi, Kamlesh Narwani, Yi Zhang

Abstract read
In one paragraph

Article in Sensors (Basel, Switzerland), 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors.

Awais Khan JumaniSchool of Electronic and Information Engineering, South China University of Technology, Guangzhou 510641, China.ORCID 0000-0001-9468-0446
Jinglun ShiSchool of Electronic and Information Engineering, South China University of Technology, Guangzhou 510641, China.
Asif Ali LaghariSoftware College, Shenyang Normal University, Shenyang 110136, China.
Muhammad Ahmad AminSchool of Electronic and Information Engineering, South China University of Technology, Guangzhou 510641, China.
Aftab Ul NabiSchool of Electronic and Information Engineering, South China University of Technology, Guangzhou 510641, China.
Kamlesh NarwaniSchool of Electronic and Information Engineering, South China University of Technology, Guangzhou 510641, China.ORCID 0000-0001-5592-6984
Yi ZhangSchool of Electronic and Information Engineering, South China University of Technology, Guangzhou 510641, China.

Funding

Guangdong Basic and Applied Basic Research Foundation 2021A1515410005, 2021A1515012627National Key Research and Development Project 2020YFC2005700
6 · The paper itself

Abstract

Cloud gaming has rapidly transformed the gaming industry, allowing users to play games on demand from anywhere without the need for powerful hardware. Cloud service providers are striving to enhance user Quality of Experience (QoE) using traditional assessment methods. However, these traditional methods often fail to capture the actual user QoE because some users are not serious about providing feedback regarding cloud services. Additionally, some players, even after receiving services as per the Service Level Agreement (SLA), claim that they are not receiving services as promised. This poses a significant challenge for cloud service providers in accurately identifying QoE and improving actual services. In this paper, we have compared our previous proposed novel technique that utilizes a deep learning (DL) model to assess QoE through players' facial expressions during cloud gaming sessions in a virtual reality (VR) environment. The EmotionNET model technique is based on a convolutional neural network (CNN) architecture. Later, we have compared the EmotionNET technique with three other DL techniques, namely ConvoNEXT, EfficientNET, and Vision Transformer (ViT). We trained the EmotionNET, ConvoNEXT, EfficientNET, and ViT model techniques on our custom-developed dataset, achieving 98.9% training accuracy and 87.8% validation accuracy with the EmotionNET model technique. Based on the training and comparison results, it is evident that the EmotionNET model technique predicts and performs better than the other model techniques. At the end, we have compared the EmotionNET results on two network (WiFi and mobile data) datasets. Our findings indicate that facial expressions are strongly correlated with QoE.

Indexed as

cloud gamingdeep learningemotion analysismodel assessmentquality of experiencevirtual reality

Identifiers

PMID40096493
PMCPMC11902538

What OpenQuestion holds

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.