Peningkatan quality of experience pada permainan online multiplayer berbasis Arduino dengan menggunakan MQTT server

Enhancing the quality of experience of Arduino-based multiplayer online game using MQTT server

*Gabe Dimas Wicaksana  -  Telkom University, Indonesia
Maman Abdurohman scopus  -  Telkom University, Indonesia
Aji Gautama Putrada scopus  -  Telkom University, Indonesia
Received: 30 May 2019; Revised: 13 Oct 2019; Accepted: 17 Oct 2020; Published: 31 Jan 2020; Available online: 5 Nov 2019.
DOI: https://doi.org/10.14710/jtsiskom.8.1.2020.36-43 View
QoE & QoS Data
Subject Delay, Jitter, Retransmission, Duplicate
Type Data Analysis
  Download (14KB)    Indexing metadata
QoS and QoE Data
Subject QoE & QoS Data Spreadsheet
Type Data Set
  Download (16KB)    Indexing metadata
Open Access Copyright (c) 2020 Jurnal Teknologi dan Sistem Komputer
Creative Commons License This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

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Article Info
Section: Original Research Articles
Language: ID
Statistics: 277 66
Abstract
Online multiplayer games require internet networks to play with opposing players more exciting because multiple players can fight each other. The game experiences lag, which is expressed as the quality of experience (QoE), is one of the most common problems for online multiplayer games, causing the games less exciting to play. This study examined the implementation of Message Queue Telemetry Transport (MQTT) as a communication protocol in multiplayer online games using Arduino and compared its performance against HTTP. QoE used data collected using the mean opinion score (MOS) method. The MQTT resulted in an average QoE score of 3.9 (Pingpong) and 4 (TicTacToe) MOS units, while on HTTP 3.8 (PingPong and TicTacToe). The use of the MQTT communication protocol can improve the QoE of multiplayer online game players compared to HTTP.

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Keywords: MQTT; HTTP; multiplayer online game; Arduino; quality of experience

Article Metrics:

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