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TU Berlin

Inhalt des Dokuments

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

Know your Game: A bottom-up Approach for Gaming Research
Zitatschlüssel mowlaei2018a
Autor Mowlaei, Sajad and Schmidt, Steven and Zadtootaghaj, Saman and Möller, Sebastian
Buchtitel 2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)
Seiten 1–3
Jahr 2018
ISSN 2472-7814
DOI 10.1109/QoMEX.2018.8463423
Adresse Piscataway, NJ
Monat may
Notiz electronic
Verlag IEEE
Wie herausgegeben full
Zusammenfassung Recent advancements of network architecture such as 5G networks, promise cloud services with strict network constrains a bright future. Cloud gaming as an interactive service has strict end-to-end delay constraints. Therefore, many studies investigated the impact of network parameters such as delay or packet loss on gaming QoE. However, they mostly compared games or genres with each other and neglected the fact even two levels of the same game may have different sensitivity toward delay. In order to understand the game characteristics that cause this difference in delay sensitivity, a bottom-up approach by means of modifiable open source games can be of high value. In this paper we present a game designed to tackle this issue. The game allows to artificially change characteristics of the game, such as the pace and size of objects, and also simulate influences like delay, packet loss or a reduced frame rate. This allows the usage of the game also for crowdsourcing studies, where it is not possible to control the different network conditions of the participants, and to investigate the impact of spatial and temporal accuracy in respect to the sensitivity towards impairments.
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