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Steven Schmidt
Research Field
- Quality of Experience (QoE) for Cloud Gaming Services
- Engagement in Virtual Reality
Research Topics
- Identification and quantification of perceptual quality dimensions for gaming QoE
- Prediction of gaming QoE based on encoding and network parameters
- Classification of game content
- Crowdsourcing for gaming evaluation
Biography
Steven Schmidt received his M.Sc. degree in Electrical Engineering at the TU Berlin with a major in Communication Systems. Since 2016 he is employed as a research assistant at the Quality and Usability Lab where he is working towards a PhD in the field of Quality of Experience in Mobile Gaming.
Projects
ITU-T SG12 Activities:
- ITU-T Rec. G.1032 - Influence Factors on Gaming Quality of Experience (2017)
- ITU-T Rec. P.809 - Subjective Evaluation Methods for Gaming Quality (2018)
- ITU-T Rec. G.1072 - Opinion Model Predicting Gaming QoE for Cloud Gaming Services (2020)
Address
Quality and Usability Lab
Technische Universität Berlin
Ernst-Reuter-Platz 7
D-10587 Berlin, Germany
Tel: +49 151 12044969
Publications
Zitatschlüssel | sabet2020a |
---|---|
Autor | Sabet, Saeed Shafiee and Schmidt, Steven and Zadtootaghaj, Saman and Griwodz, Carsten and Möller, Sebastian |
Buchtitel | 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX) |
Seiten | 1–3 |
Jahr | 2020 |
ISBN | 978-1-7281-5965-2 |
DOI | 10.1109/QoMEX48832.2020.9123138 |
Ort | Athlone, Ireland |
Monat | may |
Verlag | IEEE |
Serie | QoMEX ’20 |
Wie herausgegeben | Poster |
Zusammenfassung | Cloud Gaming is an emerging service that is considered by many as the future of the gaming industry. This service requires a highly reliable network with low latency and high bandwidth. If these requirements are not satisfied, cloud gaming services cannot create a good Quality of Experience (QoE) for its users. However, gaming QoE can vary significantly among different game scenarios and users. For an optimal resource allocation and quality estimation, it is highly important for cloud providers, game developers, and network planners to consider the influence of the game content and gamers. This paper presents the result of a subjective study that investigated the impact of different player strategies and user inputs on their perceived delay. The results indicated that the user input characteristics vary among the games but stays the same between different users and different strategies. In addition to the users' inputs, the input quality and the overall gaming experience of the users were also investigated, and results did not show any main effect of user strategy on the delay sensitivity of the games. |