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Reviewed Conference Papers

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Wierstorf, H., Geier, M. and Spors, S. (2010). Reducing Artifacts of Focused Sources in Wave Field Synthesis. 129th AES Convention


Wierstorf, H., Hohnerlein, C., Spors, S. and Raake, A. (2014). Coloration in Wave Field Synthesis. 55th International Conference. Audio Engineering Society (AES). AES, Paper5–3.





Wolf, K., McGee-Lennon, M. and Brewster, S. (2012). A Study of On-Device Gestures. Proc. Mobile HCI


Wolf, K., Müller-Tomfelde, C., Cheng, K. and Wechsung, I. (2012). Does Proprioception Guide Back-of-Device Pointing as Well as Vision?. Proc. CHI 2012


Wolf, K., Müller-Tomfelde, C., Cheng, K. and Wechsung, I. (2012). PinchPad: performance of touch-based gestures while grasping devices. Proc. TEI 2012, 103–110.

Link to original publication


Wolf, K. (2011). Microinteractions to augment manual tasks. Proc. INTERACT 2011, 414–417.

Link to original publication

Wolf, K. (2013). Ubiquitous Grasp Interfaces. Proc. TEI 2013, 2.



Wolf, K. and Bennett, P. (2013). Haptic Cues: Texture as a Guide for Non-Visual Tangible Interaction. Proc. CHI 2013, 6.


Wolf, K., Dicke, C. and Grasset, R. (2011). Touching the Void: Gestures for Auditory Interfaces. Proc. TEI 2011, 305–308.

Link to original publication

Wolf, K., Schleicher, R., Kratz, S. and Rohs, M. (2013). Tickle: A Surface-independent Interaction Technique for Grasp Interfaces. Proc. TEI 2013, 8.


Wolf, K., Naumann, A., Rohs, M. and Müller, J. (2011). Taxonomy of microinteractions: defining microgestures based on ergonomic and scenario-dependent requirements. Proc. INTERACT 2011, 559–575.

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Wolters, M., Gödde, F., Möller, S. and Engelbrecht, K.-P. (2010). Finding Patterns in User Quality Judgements. 3rd International Workshop on Perceptual Quality of Systems (PQS 2010), 52–58.

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Wüstenhagen, U., Feiten, B., Kroll, J., Raake, A. and Wältermann, M. (2010). Evaluation of Super-wideband Speech and Audio Codecs. Proceedings of 129th Convention Audio Engineering Society. Audio Engineering Society, 8205.


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Yadav, M., Küster, L., Trahms, C. and Voigt-Antons, J.-N. (2017). Comparing standard assessment of cognitive and motor abilities with the performance measures of mobile-health apps. ISRII 9th Scientific Meeting - Making e/mHealth Impactful in People’s Lives. International Society for Research on Internet Interventions (ISRII).


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Zadtootaghaj, S., Barman, N., Martini, M. G., Schmidt, S. and Möller, S. (2018). NR-GVQM: A No Reference Gaming Video Quality Metric. IEEE ISM 2018 – The 20th IEEE International Symposium on Multimedia. IEEE, 1–6.


Zadtootaghaj, S., Schmidt, S., Barman, N., Möller, S. and Martini, M. G. (2018). A Classification of Video Games based on Game Characteristics linked to Video Coding Complexity. 16th Annual Workshop on Network and Systems Support for Games (NetGames). IEEE, 1–6.

Link to publication Link to original publication

Zadtootaghaj, S., Schmidt, S. and Möller, S. (2018). Modeling Gaming QoE: Towards the Impact of Frame Rate and Bit Rate on Cloud Gaming. 2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 1–6.

Link to publication Link to original publication

Zadtootaghaj, S., Schmidt, S., Sabet, S. S., Möller, S. and Griwodz, C. (2020). Quality Estimation Models for Gaming Video Streaming Services Using Perceptual Video Quality Dimensions. Proceedings of the 11th ACM Multimedia Systems Conference. Association for Computing Machinery, 213–224.

Link to publication Link to original publication

Zadtootaghaj, S., Ahmadi, H. and Möller, S. (2016). Comparison of EWPSNR and MOS on an Eye-tracking Labelled Video Dataset. PQS 2016 5th ISCA/DEGA Workshop on Perceptual Quality of Systems. ISCA, 92–96.

Link to publication Link to original publication

Zadtootaghaj, S., Schmidt, S., Hamed, A. and Möller, S. (2017). Towards improving visual attention models using influencing factors in a video gaming context. 2017 15th Annual Workshop on Network and Systems Support for Games (NetGames). IEEE, 1–3.

Link to original publication

Zequeira Jiménez, R., Fernández Gallardo, L. and Möller, S. (2018). Outliers Detection vs. Control Questions to Ensure Reliable Results in Crowdsourcing. A Speech Quality Assessment Case Study. Companion Proceedings of the The Web Conference 2018. International World Wide Web Conferences Steering Committee, 1127–1130.

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Zequeira Jiménez, R., Fernández Gallardo, L. and Möller, S. (2018). Influence of Number of Stimuli for Subjective Speech Quality Assessment in Crowdsourcing. 2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 1–6.


Zequeira Jiménez, R., Mittag, G. and Möller, S. (2018). Effect of Number of Stimuli on Users Perception of Different Speech Degradations. A Crowdsourcing Case Study. Proceedings of IEEE International Symposium on Multimedia (ISM). IEEE, 175–179.

Link to publication

Zequeira Jiménez, R., Llagostera, A., Naderi, B., Möller, S. and Berger, J. (2019). Modeling Worker Performance Based on Intra-rater Reliability in Crowdsourcing : A Case Study of Speech Quality Assessment. 2019 Eleventh International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 1–6.


Zequeira Jiménez, R., Llagostera, A., Naderi, B., Möller, S. and Berger, J. (2019). Intra- and Inter-rater Agreement in a Subjective Speech Quality Assessment Task in Crowdsourcing. Companion Proceedings of The 2019 World Wide Web Conference. ACM, 1138–1143.

Link to original publication

Zequeira Jiménez, R., Naderi, B. and Möller, S. (2019). Background Environment Characteristics of Crowd-Workers from German Speaking Countries Experimental Survey on User Environment Characteristics. 2019 Eleventh International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 1–3.


Zequeira Jiménez, R., Fernández Gallardo, L. and Möller, S. (2017). Scoring Voice Likability Using Pair-Comparison: Laboratory vs. Crowdsourcing Approach. Ninth International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 1–3.

Link to publication

Zequeira Jiménez, R., Fernández Gallardo, L. and Möller, S. (2017). Collecting Subjective Ratings of Voice Likability: Laboratory vs. Crowdsourcing. Workshop on Hybrid Human-Machine Computing (HHMC 2017), 1–2.

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Zequeira Jiménez, R., Fernández Gallardo, L. and Möller, S. (2017). Pair-Comparison for Collecting Voice Likability Ratings: Laboratory vs. Crowdsourcing. International Young Researcher Summit on Quality of Experience in Emerging Multimedia Services (QEEMS), 1–5.

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Zhang, C., Zadtootaghaj, S., Hoel, A. S. and Perkis, A. (2018). How Long is Long Enough to Induce Immersion?. 2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 1–6.

Link to publication Link to original publication

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