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

Regal, Georg and Voigt-Antons, Jan-Niklas and Schmidt, Steven and Schrammel, Johann and Kojić, Tanja and Tscheligi, Manfred and Möller, Sebastian (2019). Questionnaires embedded in virtual environments: reliability and positioning of rating scales in virtual environments. Quality and User Experience. Springer, 1–13.


Utke, Markus and Zadtootaghaj, Saman and Schmidt, Steven and Bosse, Sebastian and Möller, Sebastian (2020). NDNetGaming-development of a no-reference deep CNN for gaming video quality prediction. Multimedia Tools and Applications. Springer, 1–23.


Barman, Nabajeet and Zadtootaghaj, Saman and Schmidt, Steven and Martini, Maria G. and Möller, Sebastian (2018). An objective and subjective quality assessment study of passive gaming video streaming. International Journal of Network Management. Hoboken, New Jersey, e2054.


Perkis, Andrew and Timmerer, Christian and Baraković, Sabina and Husić, Jasmina Baraković and Bech, Søren and Bosse, Sebastian and Botev, Jean and Brunnström, Kjell and Cruz, Luis and De Moor, Katrien and Saibanti, Andrea de Polo and Durnez, Wouter and Egger-Lampl, Sebastian and Engelke, Ulrich and Falk, Tiago H. and Hameed, Asim and Hines, Andrew and Kojic, Tanja and Kukolj, Dragan and Liotou, Eirini and Milovanovic, Dragorad and Möller, Sebastian and Murray, Niall and Naderi, Babak and Pereira, Manuela and Perry, Stuart and Pinheiro, Antonio and Pinilla, Andres and Raake, Alexander and Agrawal, Sarvesh Rajesh and Reiter, Ulrich and Rodrigues, Rafael and Schatz, Raimund and Schelkens, Peter and Schmidt, Steven and Sabet, Saeed Shafiee and Singla, Ashutosh and Skorin-Kapov, Lea and Suznjevic, Mirko and Uhrig, Stefan and Vlahović, Sara and Voigt-Antons, Jan-Niklas and Zadtootaghaj, Saman (2020). QUALINET White Paper on Definitions of Immersive Media Experience (IMEx). arXiv preprint arXiv:2007.07032. European Network on Quality of Experience in Multimedia Systems and Services, 14th QUALINET meeting, 1–15.


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 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 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.


Zadtootaghaj, Saman and Schmidt, Steven and Sabet, Saeed Shafiee and Möller, Sebastian and Griwodz, Carsten (2020). Quality Estimation Models for Gaming Video Streaming Services Using Perceptual Video Quality Dimensions. Proceedings of the 11th ACM Multimedia Systems Conference. Association for Computing Machinery, 213–224.


Perrin, Anne-Flore and Zadtootaghaj, Saman and Schmidt, Steven and Ebrahimi, Touradj and Möller, Sebastian (2017). Towards the need satisfaction in gaming: A comparison of different gaming platforms. 2017 Ninth International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 1–3.


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