Subjective assessment and instrumental prediction of mobile online gaming on the basis of perceptual dimensions
The assessment of the perceived quality of the user (Quality of Experience) of pure audio and video material differs in many ways from the quality of computer games. The later possess a variety of factors due to their interactive nature. Not only factors of complex and innovative game systems have an impact on the QoE, but also the players themselves. A quality judgment, that results by comparing the expected and perceived composition of an entity, depends highly on the preferences, expectations and abilities of the player.
In this still young area of research standard methods for determining the QoE are not directly applicable. This is apparent since in a task oriented human-computer interaction the goal should be achieved with minimal effort. However in a game the player exerts an effort in order to influence the outcome and thereby feels emotionally attached. Thus new concepts such as immersion and flow, a state of happiness while being in an equilibrium between competence and challenge, appear.
An analysis of the gaming market shows, that the proportion of mobile games has risen sharply in recent years. Mobile games are special in a sense that mobile devices such as smartphones or tablets were originally not designed for games and are therefore not optimally adapted to them. This also applies to the new concept of cloud gaming, where the entire game is executed on a server and only the video and audio material is transferred to the end user.
Aim of the project
The aim of this research project is to develop methods to assess the QoE of mobile games. In addition, based on a database containing subjective quality judgments, a model similar to the well known E-model should be constructed to predict the QoE. The following concrete steps are planned for this purpose:
- Set up and modification of a testbed for conducting experiments including a cloud gaming system for mobile games
- Development of a classification of games to choose representative games and identify system and user factors
- Building a questionnaire covering a large space of relevant quality dimensions
- Identification of quality-relevant perceptual dimensions and analysis of their impact on the overall quality
- Analyzing the performance of current objective metrics which were proposed for different contents and services in mobile gaming
- Building a QoE model based on game, system and network characteristics as well as user and context factors
|Project Number:||MO 1038/21-1|
List of Publications
|Author||Perkis, Andrew and Timmerer, Christian and Baraković, Sabina and Husić, Jasmina Baraković and Bech, Søren and Bosse, Sebastian and Botev, Jean and Brunnström, Kjell and Cruz, Luis and De Moor, Katrien and Saibanti, Andrea de Polo and Durnez, Wouter and Egger-Lampl, Sebastian and Engelke, Ulrich and Falk, Tiago H. and Hameed, Asim and Hines, Andrew and Kojic, Tanja and Kukolj, Dragan and Liotou, Eirini and Milovanovic, Dragorad and Möller, Sebastian and Murray, Niall and Naderi, Babak and Pereira, Manuela and Perry, Stuart and Pinheiro, Antonio and Pinilla, Andres and Raake, Alexander and Agrawal, Sarvesh Rajesh and Reiter, Ulrich and Rodrigues, Rafael and Schatz, Raimund and Schelkens, Peter and Schmidt, Steven and Sabet, Saeed Shafiee and Singla, Ashutosh and Skorin-Kapov, Lea and Suznjevic, Mirko and Uhrig, Stefan and Vlahović, Sara and Voigt-Antons, Jan-Niklas and Zadtootaghaj, Saman|
|Journal||arXiv preprint arXiv:2007.07032|
|Publisher||European Network on Quality of Experience in Multimedia Systems and Services, 14th QUALINET meeting|
|Abstract||With the coming of age of virtual/augmented reality and interactive media, numerous defi nitions, frameworks, and models of immersion have emerged across diff erent fi elds ranging from computer graphics to literary works. Immersion is oftentimes used interchangeably with presence as both concepts are closely related. However, there are noticeable interdisciplinary diff erences regarding defi nitions, scope, and constituents that are required to be addressed so that a coherent understanding of the concepts can be achieved. Such consensus is vital for paving the directionality of the future of immersive media experiences (IMEx) and all related matters.The aim of this white paper is to provide survey of defi nitions of immersion and presence which leads to a defi nition of immersive media experience (IMEx). The Quality of Experience (QoE) for immersive media is described by establishing a relationship between the concepts of QoE and IMEx followed by application areas of immersive media experience. Infl uencing factors on immersive media experience are elaborated as well as the assessment of immersive media experience. Finally, standardization activities related to IMEx are highlighted and the white paper is concluded with an outlook related to future developments.|