Quality of Experience Modeling for Cloud Gaming Services - Saman Zadtootaghaj

Quality of Experience Modeling for Cloud Gaming Services

Buch | Softcover
XVII, 170 Seiten
2023 | 1st ed. 2022
Springer International Publishing (Verlag)
978-3-030-98251-5 (ISBN)
128,39 inkl. MwSt
This book presents the development of a gaming quality model to predict the gaming Quality of Experience (QoE) of players that could be used for planning the network service or quality monitoring of cloud gaming services. The author presents a model that is developed following a modular structure approach that keeps the different types of impairments separately. The book shows how such a modular structure allows developing a sustainable model as each component can be updated by advances in that specific research area or technology. The presented gaming quality model takes into account two modules of video quality and input quality. The latter considers the interactivity aspects of gaming. The video quality module offers a series of models that differ depending on the level of access to the video stream information, allowing high flexibility for service providers regarding the positions of measuring points within their system. In summary, the present book focuses on (1) creation of multiple image/video and cloud gaming quality datasets, (2) development of a gaming video classification, and (3) development of a series of gaming QoE models to predict the gaming QoE depending on the level of access to the video stream information.

Saman Zadtootaghaj is a senior research engineer at Dolby laboratories. His main interest is the subjective and objective quality assessment of Computer-Generated content. He worked as a researcher at Telekom Innovation Laboratories of Deutsche Telekom AG from 2016 to 2018 as part of the European project called QoE-Net. He completed his Ph.D. at the Quality Usability lab group of TU Berlin under the supervision of Prof. Dr.-Ing. Sebastian Moller. He is currently the chair of the Computer-Generated Imagery group at Video Quality Expert Group and an active member of ITU-T Study Group 12, leading the P.BBQCG work item. Saman has over 40 publications in multiple conferences and journals, including best paper awards of NetGames workshop 2018. He strongly contributed to the ITU-T SG 12, including over 20 contributions within the past five years.

Introduction.- Gaming Quality of Experience.- Process for Model Development.- Video Coding Impairment Models.- Integration of Impairment Factors to Gaming QoE.- Performance Evaluation 95.- Conclusion.

Erscheinungsdatum
Reihe/Serie T-Labs Series in Telecommunication Services
Zusatzinfo XVII, 170 p. 55 illus., 49 illus. in color.
Verlagsort Cham
Sprache englisch
Maße 155 x 235 mm
Gewicht 296 g
Themenwelt Informatik Software Entwicklung User Interfaces (HCI)
Informatik Theorie / Studium Künstliche Intelligenz / Robotik
Technik Elektrotechnik / Energietechnik
Technik Nachrichtentechnik
Schlagworte Gaming Quality of Experience • Human-Computer interaction • multimedia systems • quality of experience • Video Coding Impairment Models
ISBN-10 3-030-98251-3 / 3030982513
ISBN-13 978-3-030-98251-5 / 9783030982515
Zustand Neuware
Haben Sie eine Frage zum Produkt?
Mehr entdecken
aus dem Bereich
Aus- und Weiterbildung nach iSAQB-Standard zum Certified Professional …

von Mahbouba Gharbi; Arne Koschel; Andreas Rausch; Gernot Starke

Buch | Hardcover (2023)
dpunkt Verlag
34,90
Lean UX und Design Thinking: Teambasierte Entwicklung …

von Toni Steimle; Dieter Wallach

Buch | Hardcover (2022)
dpunkt (Verlag)
34,90
Wissensverarbeitung - Neuronale Netze

von Uwe Lämmel; Jürgen Cleve

Buch | Hardcover (2023)
Carl Hanser (Verlag)
34,99