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TU Berlin

Inhalt des Dokuments

Steven Schmidt

Q&U
Lupe [1]

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

  • Subjective assessment and instrumental prediction of mobile online gaming on the basis of perceptual dimensions (DFG) [2]

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

New ITU-T Standards for Gaming QoE Evaluation and Management
Zitatschlüssel moeller2018b
Autor Möller, Sebastian and Schmidt, Steven and Zadtootaghaj, Saman
Buchtitel 2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)
Seiten 1–6
Jahr 2018
ISSN 2472-7814
DOI 10.1109/QoMEX.2018.8463404
Adresse Piscataway, NJ
Monat may
Notiz electronic
Verlag IEEE
Wie herausgegeben full
Zusammenfassung Measuring the quality experienced during online gaming activities is an important prerequisite for managing gaming services, but up to now no standardized methods were available for this purpose. This paper presents the results from two study items promoted by Study Group 12 of the International Telecommunication Union. Work on these items resulted in one draft Recommendation on subjective methods for evaluating gaming Quality of Experience (QoE), as well as one approved Recommendation on influence factors on gaming QoE which might be considered in service planning and management. Future work which is necessary to predict gaming QoE is addressed in the end of the paper.
Link zur Publikation [3] Link zur Originalpublikation [4] Download Bibtex Eintrag [5]
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