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����