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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

A Comparison of Interactive and Passive Quality Assessment for Gaming Research
Zitatschlüssel schmidt2018b
Autor Schmidt, Steven and Zadtootaghaj, Saman and Möller, Sebastian
Buchtitel 2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)
Seiten 1–6
Jahr 2018
ISSN 2472-7814
DOI 10.1109/QoMEX.2018.8463417
Adresse Piscataway, NJ
Monat may
Notiz electronic
Verlag IEEE
Wie herausgegeben full
Zusammenfassung Subjective tests to assess the Quality of Experience (QoE) of gaming services are necessary to enable service providers to ensure the satisfaction of their customers. Since gaming is an interactive activity, interactive tests are typically conducted to measure the full spectrum of the player experience. However, carrying out such tests is expensive and time-consuming. Furthermore, the results can be influenced by the behavior and abilities of participants. For this reason, it is of high interest whether such interactive tests can be partially replaced with passive viewing-and-listening tests. In this paper, we present a comparison of an interactive gaming test with passive tests using two different durations. To investigate the differences between the test paradigms, we assessed the overall quality, the video quality and the reactiveness of the game as well as other player experience aspect for different frame rates and bit rates. Results show that once certain requirements are fulfilled, passive tests offer indeed a valuable quality assessment method. However, if the duration of the presented video material is too short, the passive test overestimated the gaming and video quality. Furthermore, we show that the player performance has no impact on the video quality ratings.
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