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This book provides an overview of concepts and challenges in intis investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical eraction quality in the domain of cloud gaming services. The author presents a unified evaluation approach by combining quantitative subjective assessment methods in a concise way. The author discusses a measurement tool, Gaming Input Quality Scale (GIPS), that assesses the interaction quality of such a service available. Furthermore, the author discusses a new framework to assess gaming Quality of Experience (QoE) using a…mehr
This book provides an overview of concepts and challenges in intis investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical eraction quality in the domain of cloud gaming services. The author presents a unified evaluation approach by combining quantitative subjective assessment methods in a concise way. The author discusses a measurement tool, Gaming Input Quality Scale (GIPS), that assesses the interaction quality of such a service available. Furthermore, the author discusses a new framework to assess gaming Quality of Experience (QoE) using a crowdsourcing approach. Lastly, based on a large dataset including dominant network and encoding conditions, the evaluation method is investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical findings, and models presented in this book should be of particular interest to researchers working in the fields of quality and usability engineering, as well as service providers and network operators.
Steven Schmidt received his master’s degree in electrical engineering at the Technische Universität Berlin with a major in Communication Systems. From 2016 to 2021, he was a research assistant at the Quality and Usability Lab where he got his PhD in the field of Quality of Experience in Cloud Gaming under the supervision of Prof. Dr.-Ing. Sebastian Möller. In 2022, he joined Sony PlayStation as a researcher and data scientist. His research interests include assessment methods for gaming QoE, the identification of influencing factors as well as developing models to predict gaming QoE of cloud gaming services. To advance this field of research, he published a variety of articles at multimedia conferences and submitted over 20 contributions about gaming-related activities at the ITU Telecommunication Standardization Sector (ITU-T) resulting in three Recommendations.
Inhaltsangabe
Introduction.- Quality Factors and Feature Space of Cloud Gaming Services.- Methods for Assessing Gaming QoE.- Passive Video Quality Assessment Using Lab and Remote Testing.- Interactive Assessment of Gaming QoE Using Crowdsourcing.- Development of the Gaming Input Quality Scale (GIPS).- Impact and Classification of the Game Content.- Empirical Investigation of the Cloud Gaming Taxonomy.- Conclusion and Outlook.
Introduction.- Quality Factors and Feature Space of Cloud Gaming Services.- Methods for Assessing Gaming QoE.- Passive Video Quality Assessment Using Lab and Remote Testing.- Interactive Assessment of Gaming QoE Using Crowdsourcing.- Development of the Gaming Input Quality Scale (GIPS).- Impact and Classification of the Game Content.- Empirical Investigation of the Cloud Gaming Taxonomy.- Conclusion and Outlook.
Introduction.- Quality Factors and Feature Space of Cloud Gaming Services.- Methods for Assessing Gaming QoE.- Passive Video Quality Assessment Using Lab and Remote Testing.- Interactive Assessment of Gaming QoE Using Crowdsourcing.- Development of the Gaming Input Quality Scale (GIPS).- Impact and Classification of the Game Content.- Empirical Investigation of the Cloud Gaming Taxonomy.- Conclusion and Outlook.
Introduction.- Quality Factors and Feature Space of Cloud Gaming Services.- Methods for Assessing Gaming QoE.- Passive Video Quality Assessment Using Lab and Remote Testing.- Interactive Assessment of Gaming QoE Using Crowdsourcing.- Development of the Gaming Input Quality Scale (GIPS).- Impact and Classification of the Game Content.- Empirical Investigation of the Cloud Gaming Taxonomy.- Conclusion and Outlook.
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