QoE-Aware Route Recommendation with Attention and Communication

Abstract


Location-based Games with Augmented Reality (LBGAR) impose dynamic communication requirements, making Quality of Experience (QoE) sensitive to network conditions along the player’s path. This work proposes an urban itinerary (routes) recommendation model that integrates game scoring and the Attention and Communication-aware QoE (QoE-CAC) metric, considering 5G resources and user attention. To solve this problem, an ACO-based heuristic algorithm is proposed. Experiments with real network data demonstrate that the balanced approach (RotaCAC-0.5) offers a better trade-off between scoring and perceived QoE compared to non-QoE-aware strategies.

References

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.
Published
2026-05-25
SANTOS, Rosana de Oliveira; SANTOS, Carlos Eduardo da Silva; MACEDO, Ciro José Almeida; OLIVEIRA-JR, Antonio. QoE-Aware Route Recommendation with Attention and Communication. In: BRAZILIAN SYMPOSIUM ON COMPUTER NETWORKS AND DISTRIBUTED SYSTEMS (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.