Recomendação de rotas consciente de QoE com Atenção e Comunicação
Resumo
Jogos Baseados em Localização com Realidade Aumentada (JBLRA) impõem requisitos dinâmicos de comunicação, tornando a Qualidade de Experiência (QoE) sensível às condições da rede ao longo da trajetória do jogador. Este trabalho propõe um modelo de recomendação de itinerários urbanos (rotas) que integra a pontuação do jogo e a métrica QoE Consciente de Atenção e Comunicação (QoE-CAC), considerando recursos 5G e a atenção do usuário, resolvido por um algoritmo heurístico baseado em Ant Colony Optimization (ACO). Experimentos com dados reais de rede demonstram que a abordagem equilibrada (RotaCAC-0.5) oferece um melhor compromisso entre a pontuação e a QoE percebida frente a estratégias não conscientes de QoE.Referências
Almeida, G., Esper, J. P., Nahum, C., Klautau, A., and Cardoso, K. V. (2025). Toward Scalable VR-Cloud Gaming: An Attention-aware Adaptive Resource Allocation Framework for 6G Networks. arXiv preprint arXiv:2512.11667.
Ansari, S. Z. A., Shukla, V. K., Saxena, K., and Filomeno, B. (2022). Implementing virtual reality in entertainment industry. In Cyber Intelligence and Information Retrieval: Proceedings of CIIR 2021, pages 561–570. Springer.
Baena, C., Fortes, S., Peñaherrera-Pulla, O. S., Baena, E., and Barco, R. (2024). Gaming in the Cloud: 5G as the Pillar for Future Gaming Approaches. IEEE Communications Magazine, 62(11):76–82.
Chao, I.-M., Golden, B. L., and Wasil, E. A. (1996). The team orienteering problem. European Journal of Operational Research, 88(3):464 – 474.
Coello, C. A. C., Lamont, G. B., and Veldhuizen, D. A. V. (2007). Evolutionary algorithms for solving multi-objective problems. Springer.
de Oliveira Santos, R., Cipriano G. Junior, B., da S. Santos, C. E., Macedo, C. J. A., and de Oliveira-Jr., A. C. (2025). QoE-CAC: métrica de QoE em Sistemas de Comunicação Imersiva Consciente de Atenção e Comunicação. In Anais do XLIII Simpósio Brasileiro de Telecomunicações e Processamento de Sinais (SBrT 2025), Natal, RN, Brazil.
Dorigo, M., Birattari, M., and Stutzle, T. (2006). Ant colony optimization. IEEE Computational Intelligence Magazine, 1(4):28–39.
Du, H., Liu, J., Niyato, D., Kang, J., Xiong, Z., Zhang, J., and Kim, D. I. (2023). Attention-Aware Resource Allocation and QoE Analysis for Metaverse xURLLC Services. IEEE Journal on Selected Areas in Communications, 41(7):2158–2175.
Esper, J. P., Fraga, L. d. S., Viana, A. C., Cardoso, K. V., and Correa, S. L. (2025). + Tour: Recommending personalized itineraries for smart tourism. Computer Networks, 260:111118.
Hodson, H. (2012). Google’s ingress game is a gold mine for augmented reality.
Krogfoss, B., Duran, J., Pérez, P., and Bouwen, J. (2020). Quantifying the Value of 5G and Edge Cloud on QoE for AR/VR. 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX), pages 1–4.
Laato, S., Söbke, H., and Baer, M. F. (2024). Augmented future: tracing the trajectory of location-based augmented reality gaming for the next ten years. i-com, 23(2):189–203.
Lee, K.-Y., Singla, A., Cesar, P., and Hsu, C.-H. (2025). Adaptive cloud VR gaming optimized by gamer QoE models. ACM Transactions on Multimedia Computing, Communications and Applications, 21(9):1–24.
Lim, K. H., Wang, X., Chan, J., Karunasekera, S., Leckie, C., Chen, Y., Tan, C. L., Gao, F. Q., and Wee, T. K. (2016). Perstour: A personalized tour recommendation and planning system. In HT (Extended Proceedings).
Lima, E. d. F. (2023). Otimização de Roteiro de Coleta de Resíduos Sólidos Urbanos para a quadra 405 Norte, no município de Palmas-TO. Biblioteca IFTO.
Raca, D., Leahy, D., Sreenan, C. J., and Quinlan, J. J. (2020). Beyond throughput, the next generation: A 5G dataset with channel and context metrics. In Proceedings of the 11th ACM multimedia systems conference, pages 303–308.
Shea, R., Fu, D., Sun, A., Cai, C., Ma, X., Fan, X., Gong, W., and Liu, J. (2017). Location-based augmented reality with pervasive smartphone sensors: Inside and beyond pokemon go! IEEE Access, 5:9619–9631.
Shen, S., Zhou, Y., Lei, Q., and Wu, Z. (2025). A survey of the orienteering problem: model evolution, algorithmic advances, and future directions. arXiv preprint arXiv:2512.16865.
Tregel, T., Müller, P., Göbel, S., and Steinmetz, R. (2018). Where’s pikachu: Route optimization in location-based games. In 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), pages 1–8. IEEE.
Tregel, T., Müller, P. N., Göbel, S., and Steinmetz, R. (2021). Looking for charizard: applying the orienteering problem to location-based games. The Visual Computer, 37(1):31–45.
Vansteenwegen, P., Souffriau, W., and Oudheusden, D. V. (2019). The orienteering problem: A survey. European Journal of Operational Research, 209.
Xu, J. (2022). From augmented reality location-based games to the real-world metaverse. In Extended abstracts of the 2022 annual symposium on computer-human interaction in play, pages 364–366.
Xu, J., Papangelis, K., and Tigwell, G. W. (2026). AR Location-Based Games: One Step Closer to the Real-World Metaverse. In Handbook of the Metaverse, pages 335–368. Springer.
Ansari, S. Z. A., Shukla, V. K., Saxena, K., and Filomeno, B. (2022). Implementing virtual reality in entertainment industry. In Cyber Intelligence and Information Retrieval: Proceedings of CIIR 2021, pages 561–570. Springer.
Baena, C., Fortes, S., Peñaherrera-Pulla, O. S., Baena, E., and Barco, R. (2024). Gaming in the Cloud: 5G as the Pillar for Future Gaming Approaches. IEEE Communications Magazine, 62(11):76–82.
Chao, I.-M., Golden, B. L., and Wasil, E. A. (1996). The team orienteering problem. European Journal of Operational Research, 88(3):464 – 474.
Coello, C. A. C., Lamont, G. B., and Veldhuizen, D. A. V. (2007). Evolutionary algorithms for solving multi-objective problems. Springer.
de Oliveira Santos, R., Cipriano G. Junior, B., da S. Santos, C. E., Macedo, C. J. A., and de Oliveira-Jr., A. C. (2025). QoE-CAC: métrica de QoE em Sistemas de Comunicação Imersiva Consciente de Atenção e Comunicação. In Anais do XLIII Simpósio Brasileiro de Telecomunicações e Processamento de Sinais (SBrT 2025), Natal, RN, Brazil.
Dorigo, M., Birattari, M., and Stutzle, T. (2006). Ant colony optimization. IEEE Computational Intelligence Magazine, 1(4):28–39.
Du, H., Liu, J., Niyato, D., Kang, J., Xiong, Z., Zhang, J., and Kim, D. I. (2023). Attention-Aware Resource Allocation and QoE Analysis for Metaverse xURLLC Services. IEEE Journal on Selected Areas in Communications, 41(7):2158–2175.
Esper, J. P., Fraga, L. d. S., Viana, A. C., Cardoso, K. V., and Correa, S. L. (2025). + Tour: Recommending personalized itineraries for smart tourism. Computer Networks, 260:111118.
Hodson, H. (2012). Google’s ingress game is a gold mine for augmented reality.
Krogfoss, B., Duran, J., Pérez, P., and Bouwen, J. (2020). Quantifying the Value of 5G and Edge Cloud on QoE for AR/VR. 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX), pages 1–4.
Laato, S., Söbke, H., and Baer, M. F. (2024). Augmented future: tracing the trajectory of location-based augmented reality gaming for the next ten years. i-com, 23(2):189–203.
Lee, K.-Y., Singla, A., Cesar, P., and Hsu, C.-H. (2025). Adaptive cloud VR gaming optimized by gamer QoE models. ACM Transactions on Multimedia Computing, Communications and Applications, 21(9):1–24.
Lim, K. H., Wang, X., Chan, J., Karunasekera, S., Leckie, C., Chen, Y., Tan, C. L., Gao, F. Q., and Wee, T. K. (2016). Perstour: A personalized tour recommendation and planning system. In HT (Extended Proceedings).
Lima, E. d. F. (2023). Otimização de Roteiro de Coleta de Resíduos Sólidos Urbanos para a quadra 405 Norte, no município de Palmas-TO. Biblioteca IFTO.
Raca, D., Leahy, D., Sreenan, C. J., and Quinlan, J. J. (2020). Beyond throughput, the next generation: A 5G dataset with channel and context metrics. In Proceedings of the 11th ACM multimedia systems conference, pages 303–308.
Shea, R., Fu, D., Sun, A., Cai, C., Ma, X., Fan, X., Gong, W., and Liu, J. (2017). Location-based augmented reality with pervasive smartphone sensors: Inside and beyond pokemon go! IEEE Access, 5:9619–9631.
Shen, S., Zhou, Y., Lei, Q., and Wu, Z. (2025). A survey of the orienteering problem: model evolution, algorithmic advances, and future directions. arXiv preprint arXiv:2512.16865.
Tregel, T., Müller, P., Göbel, S., and Steinmetz, R. (2018). Where’s pikachu: Route optimization in location-based games. In 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), pages 1–8. IEEE.
Tregel, T., Müller, P. N., Göbel, S., and Steinmetz, R. (2021). Looking for charizard: applying the orienteering problem to location-based games. The Visual Computer, 37(1):31–45.
Vansteenwegen, P., Souffriau, W., and Oudheusden, D. V. (2019). The orienteering problem: A survey. European Journal of Operational Research, 209.
Xu, J. (2022). From augmented reality location-based games to the real-world metaverse. In Extended abstracts of the 2022 annual symposium on computer-human interaction in play, pages 364–366.
Xu, J., Papangelis, K., and Tigwell, G. W. (2026). AR Location-Based Games: One Step Closer to the Real-World Metaverse. In Handbook of the Metaverse, pages 335–368. Springer.
Publicado
25/05/2026
Como Citar
SANTOS, Rosana de Oliveira; SANTOS, Carlos Eduardo da Silva; MACEDO, Ciro José Almeida; OLIVEIRA-JR, Antonio.
Recomendação de rotas consciente de QoE com Atenção e Comunicação. In: SIMPÓSIO BRASILEIRO DE REDES DE COMPUTADORES E SISTEMAS DISTRIBUÍDOS (SBRC), 44. , 2026, Praia do Forte/BA.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 1219-1232.
ISSN 2177-9384.
DOI: https://doi.org/10.5753/sbrc.2026.19195.
