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Subjective assessment and instrumental prediction of mobile online gaming on the basis of perceptual dimensions

Motivation

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
Time Frame: 
01/2016 - 06/2019
T-labs Team Members:
Steven Schmidt
Funding by:
Deutsche Forschungsgemeinschaft (DFG)
Project Number:
MO 1038/21-1

List of Publications

New ITU-T Standards for Gaming QoE Evaluation and Management
Citation key moeller2018b
Author Möller, Sebastian and Schmidt, Steven and Zadtootaghaj, Saman
Title of Book 2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)
Pages 1–6
Year 2018
ISSN 2472-7814
DOI 10.1109/QoMEX.2018.8463404
Address Piscataway, NJ
Month may
Note electronic
Publisher IEEE
How Published full
Abstract Measuring the quality experienced during online gaming activities is an important prerequisite for managing gaming services, but up to now no standardized methods were available for this purpose. This paper presents the results from two study items promoted by Study Group 12 of the International Telecommunication Union. Work on these items resulted in one draft Recommendation on subjective methods for evaluating gaming Quality of Experience (QoE), as well as one approved Recommendation on influence factors on gaming QoE which might be considered in service planning and management. Future work which is necessary to predict gaming QoE is addressed in the end of the paper.
Link to publication Link to original publication Download Bibtex entry

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