direkt zum Inhalt springen

direkt zum Hauptnavigationsmenü

Sie sind hier

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

vor >> [6]

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 [10]. 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 1–6.


Barman, Nabajeet and Schmidt, Steven and Zadtootaghaj, Saman and Martini, Maria G. and Möller, Sebastian (2018). GamingVideoSET: A Dataset for Gaming Video Streaming Applications [11]. 16th Annual Workshop on Network and Systems Support for Games (NetGames). IEEE, 1–6.


Barman, Nabajeet and Schmidt, Steven and Zadtootaghaj, Saman and Martini, Maria G. and Möller, Sebastian (2018). An Evaluation of Video Quality Assessment Metrics for Passive Gaming Video Streaming [12]. Proceedings of the 23rd Packet Video Workshop. ACM, 1–6.


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 [13]. International Journal of Network Management. Hoboken, New Jersey, e2054.


Kojic, Tanja and Schmidt, Steven and Möller, Sebastian and Voigt-Antons, Jan-Niklas (2019). Influence of Network Delay in Virtual Reality Multiplayer Exergames: Who is actually delayed? [14]. 2019 Eleventh International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 1–3.


Kojic, Tanja and Voigt-Antons, Jan-Niklas and Schmidt, Steven and Tetzlaff, Lukas and Kortowski, Bruno and Sirotina, Uliana and Möller, Sebastian (2018). Influence of Virtual Environments and Conversations on User Engagement During Multiplayer Exergames [15]. 2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 1–3.


Möller, Sebastian and Schmidt, Steven and Beyer, Justus (2013). An Overview of Concepts and Evaluation Methods for Computer Gaming QoE [16]. Fifth Int. Workshop on Quality of Multimedia Experience 2013 (QoMEX 2013). IEEE, 236–241.


Möller, Sebastian and Schmidt, Steven and Zadtootaghaj, Saman (2018). New ITU-T Standards for Gaming QoE Evaluation and Management [17]. 2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 1–6.


Mowlaei, Sajad and Schmidt, Steven and Zadtootaghaj, Saman and Möller, Sebastian (2018). Know your Game: A bottom-up Approach for Gaming Research [18]. 2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 1–3.


Naderi, Babak and Schmidt, Steven and Zadtootaghaj, Saman and Möller, Sebastian (2019). Draft text for P.CROWDG Recommendation Subjective Evaluation of Gaming Quality with a Crowdsourcing Approach [19]. , 1–11.


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) [20]. arXiv preprint arXiv:2007.07032. European Network on Quality of Experience in Multimedia Systems and Services, 14th QUALINET meeting, 1–15.


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 [21]. 2017 Ninth International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 1–3.


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 [22]. Quality and User Experience. Springer, 1–13.


Sabet, Saeed Shafiee and Griwodz, Carsten and Schmidt, Steven and Zadtootaghaj, Saman and Möller, Sebastian (2018). Towards Applying Game Adaptation to Decrease the Impact of Delay on Quality of Experience [23]. IEEE ISM 2018 – The 20th IEEE International Symposium on Multimedia. IEEE, 1–6.


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 [24]. 2019 Eleventh International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 1–6.


vor >> [28]
------ Links: ------

Zusatzinformationen / Extras

Direktzugang

Schnellnavigation zur Seite über Nummerneingabe

Copyright TU Berlin 2008