TU Berlin

Quality and Usability LabSteven Schmidt

Page Content

to Navigation

There is no English translation for this web page.

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

An Evaluation of Video Quality Assessment Metrics for Passive Gaming Video Streaming
Citation key barman2018c
Author Barman, Nabajeet and Schmidt, Steven and Zadtootaghaj, Saman and Martini, Maria G. and Möller, Sebastian
Title of Book Proceedings of the 23rd Packet Video Workshop
Pages 1–6
Year 2018
ISBN 978-1-4503-5773-9
DOI 10.1145/3210424.3210434
Location Amsterdam, Netherlands
Address New York, NY, USA
Month jun
Note electronic
Publisher ACM
Series PV '18
How Published full
Abstract Video Quality assessment is imperative to estimate and hence manage the Quality of Experience (QoE) in video streaming applications to the end-user. Recent years have seen a tremendous advancement in the field of objective video quality assessment (VQA) metrics, with the development of models that can predict the quality of the videos streamed over the Internet. However, no work so far has attempted to study the performance of such quality assessment metrics on gaming videos, which are artificial and synthetic and have different streaming requirements than traditionally streamed videos. Towards this end, we present in this paper a study of the performance of objective quality assessment metrics for gaming videos considering passive streaming applications. Objective quality assessment considering eight widely used VQA metrics is performed on a dataset of 24 reference videos and 576 compressed sequences obtained by encoding them at 24 different resolution-bitrate pairs. We present an evaluation of the performance behavior of the VQA metrics. Our results indicate that VMAF predicts subjective video quality ratings the best, while NIQE turns out to be a promising alternative as a no-reference metric in some scenarios.
Link to publication Link to original publication Download Bibtex entry

Navigation

Quick Access

Schnellnavigation zur Seite über Nummerneingabe