TU Berlin

Quality and Usability LabSteven Schmidt

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Steven Schmidt

Q&U
Lupe

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

Naderi, Babak and Schmidt, Steven and Zadtootaghaj, Saman and Möller, Sebastian (2019). Draft text for P.CROWDG Recommendation Subjective Evaluation of Gaming Quality with a Crowdsourcing Approach. , 1–11.


Sabet, Saeed and Schmidt, Steven and Griwodz, C. and Möller, Sebastian (2019). Towards the Impact of Gamers' Adaptation to Delay Variation on Gaming Quality of Experience. 2019 Eleventh International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 1–6.


Schmidt, Steven and Shafiee Sabet, Saeed and Zadtootaghaj, Saman and Möller, Sebastian and Griwodz, Carsten and Barman, Nabajeet and Martini, Maria G. (2019). Proposal of a Content Classification for Cloud Gaming Services. , 1–10.


Schmidt, Steven and Zadtootaghaj, Saman and Möller, Sebastian and Barman, Nabajeet and Martini, Maria G.and Shafiee Sabet, Saeed and Griwodz, Carsten (2019). Performance Evaluation of the Opinion Model Predicting Gaming QoE (G.OMG). , 1–9.


Schmidt, Steven and Zadtootaghaj, Saman and Möller, Sebastian and Barman, Nabajeet and Martini, Maria G.and Shafiee Sabet, Saeed and Griwodz, Carsten (2019). Opinion Model Predicting Gaming QoE (G.OMG). , 1–13.


Schmidt, Steven and Zadtootaghaj, Saman and Möller, Sebastian and Shafiee Sabet, Saeed (2019). Proposal for an Opinion Model Predicting Gaming QoE for Mobile Online Gaming. , 1–5.


Schmidt, Steven and Zadtootaghaj, Saman and Utke, Markus and Möller, Sebastian and Barman, Nabajeet and Martini, Maria G. and Shafiee Sabet, Saeed and Griwodz, Carsten (2019). First Draft for an Opinion Model Predicting Gaming QoE (G.OMG). , 1–21.


Avanaki, Nasim Jamshidi and Zadtootaghaj, Saman and Barman, Nabajeet and Schmidt, Steven and Martini, Maria G. and Möller, Sebastian (2020). Quality Enhancement of Gaming Content using Generative Adversarial Networks. 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 1–6.


Möller, Sebastian and Schmidt, Steven and Beyer, Justus (2013). An Overview of Concepts and Evaluation Methods for Computer Gaming QoE. Fifth Int. Workshop on Quality of Multimedia Experience 2013 (QoMEX 2013). IEEE, 236–241.


Sabet, Saeed Shafiee and Schmidt, Steven and Zadtootaghaj, Saman and Griwodz, Carsten and Möller, Sebastian (2020). Towards the Impact of Gamers Strategy and User Inputs on the Delay Sensitivity of Cloud Games. 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 1–3.


Sabet, Saeed Shafiee and Schmidt, Steven and Zadtootaghaj, Saman and Griwodz, Carsten and Möller, Sebastian (2020). Delay Sensitivity Classification of Cloud Gaming Content. Proceedings of the 12th ACM International Workshop on Immersive Mixed and Virtual Environment Systems. Association for Computing Machinery, 25–30.


Sabet, Saeed Shafiee and Schmidt, Steven and Zadtootaghaj, Saman and Naderi, Babak and Griwodz, Carsten and Möller, Sebastian (2020). A Latency Compensation Technique Based on Game Characteristics to Mitigate the Influence of Delay on Cloud Gaming Quality of Experience. Proceedings of the 11th ACM Multimedia Systems Conference. Association for Computing Machinery, 15–25.


Schmidt, Steven and Naderi, Babak and Sabet, Saeed Shafiee and Zadtootaghaj, Saman and Carsten and Möller, Sebastian (2020). Assessing Interactive Gaming Quality of Experience using a Crowdsourcing Approach. 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 1–6.


Schmidt, Steven and Shafiee Sabet, Saeed and Naderi, Babak and Zadtootaghaj, Saman and Griwodz, Carsten and Möller, Sebastian (2020). Evaluation of Interactive Test Paradigm for P.CROWDG Recommendation. , 1–7.


Schmidt, Steven and Uhrig, Stefan and Reuschel, Domenic (2020). Investigating the Relationship of Mental Immersion and Physiological Measures during Cloud Gaming. 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 1–6.


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