RECORD
Can a Wi-Fi WLAN Support a First Person Shooter?
Networking and Internet Architecture · Submitted 30 Jul 2020
abstract compiled · 2026-09-23 · no language-model review
The authors' main claim The results show that it is possible to maintain an acceptable level of subjective quality during the handoff.
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The paper's own sentences, arranged. Each label is drawn from a closed vocabulary; the number beside it is the probability the classifier gave that label. Numbers in the tables are the authors', checked by code. No sentence in this record was written by a model.
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The abstract, sentence by sentence
In corporate and commercial environments, the deployment of a set of coordinated Wi-Fi APs is becoming a common solution to provide Internet coverage to moving users. In these scenarios, real-time services as online games can also be present. This paper presents a set of experiments developed in a test scenario where an end device moves between different APs while generating game traffic. A WLAN solution based on virtual APs is used, in order to make the handoffs transparent for Layer 3. The results show that it is possible to maintain an acceptable level of subjective quality during the handoff. At the same time, it is set clear that the fact of having a gamer in an AP could be taken into account by radio resource management algorithms, in order to provide a better quality.
background contribution method result interpretation main claim
| # | sentence | role | the authors' own work | states the main conclusion | strength |
|---|---|---|---|---|---|
| s0 | In corporate and commercial environments, the deployment of a set of coordinated Wi-Fi APs is becoming a common solution to provide Internet coverage to moving users. | background 1.00 | 0.05 | 0.02 | asserted 0.98 |
| s1 | In these scenarios, real-time services as online games can also be present. | background 1.00 | 0.05 | 0.03 | asserted 0.70 |
| s2 | This paper presents a set of experiments developed in a test scenario where an end device moves between different APs while generating game traffic. | contribution 0.59 | 0.94 | 0.03 | asserted 0.95 |
| s3 | A WLAN solution based on virtual APs is used, in order to make the handoffs transparent for Layer 3. | method 0.99 | 0.65 | 0.04 | asserted 0.96 |
| s4 | The results show that it is possible to maintain an acceptable level of subjective quality during the handoff. | result 1.00 | 0.95 | 0.79 | asserted 0.73 |
| s5 | At the same time, it is set clear that the fact of having a gamer in an AP could be taken into account by radio resource management algorithms, in order to provide a better quality. | interpretation 0.76 | 0.59 | 0.21 | hedged possibility 0.86 |
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The paper
Original abstract
In corporate and commercial environments, the deployment of a set of coordinated Wi-Fi APs is becoming a common solution to provide Internet coverage to moving users. In these scenarios, real-time services as online games can also be present. This paper presents a set of experiments developed in a test scenario where an end device moves between different APs while generating game traffic. A WLAN solution based on virtual APs is used, in order to make the handoffs transparent for Layer 3. The results show that it is possible to maintain an acceptable level of subjective quality during the handoff. At the same time, it is set clear that the fact of having a gamer in an AP could be taken into account by radio resource management algorithms, in order to provide a better quality.
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