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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

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Schmidt, Steven and Zadtootaghaj, Saman and Möller, Sebastian (2020). Corrigendum for ITU-T Recommendation G.1072: Opinion Model Predicting Gaming QoE [10]. , 1–17.


Schmidt, Steven and Zadtootaghaj, Saman and Shafiee Sabet, Saeed and Möller, Sebastian (2020). Report about Opinion Model for Mobile Online Gaming Applications (G.OMMOG) [11]. , 1–9.


Zadtootaghaj, Saman and Schmidt, Steven and Möller, Sebastian and Shafiee Sabet, Saeed and Griwodz, Carsten and Barman, Nabajeet and Martini, Maria G. and Ramachandra Rao, Rakesh Rao and Göring, Steven and Raake, Alexander (2020). Proposal for new Work Item P.BBQCG: Parametric bitstream-based Quality Assessment of Cloud Gaming Services [12]. , 1–7.


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 [13]. 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 [14]. 2017 Ninth International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 1–3.


Schmidt, Steven and Zadtootaghaj, Saman and Möller, Sebastian (2017). Update on the Proposal for a Draft New Recommendation on Subjective Evaluation Methods for Gaming Quality (P.GAME) [15]. , 1–29.


Schmidt, Steven and Zadtootaghaj, Saman and Möller, Sebastian (2017). Towards the delay sensitivity of games: There is more than genres [16]. 2017 Ninth International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 1–6.


Schmidt, Steven and Zadtootaghaj, Saman and Möller, Sebastian and Metzger, Florian and Hirth, Matthias and Sužnjević, Mirko (2017). 2nd Update on the Proposal for a Draft New Recommendation on Subjective Evaluation Methods for Gaming Quality (P.GAME) [17]. , 1–33.


Zadtootaghaj, Saman and Schmidt, Steven and Anne-Flore, Perin and Ebrahimi, Touradj and Möller, Sebastian (2017). Towards subjective evaluation methods for virtual reality gaming quality assessment [18]. , 1–5.


Zadtootaghaj, Saman and Schmidt, Steven and Hamed, Ahmadi and Möller, Sebastian (2017). Towards improving visual attention models using influencing factors in a video gaming context [19]. 2017 15th Annual Workshop on Network and Systems Support for Games (NetGames). IEEE, 1–3.


Zadtootaghaj, Saman and Schmidt, Steven and Möller, Sebastian (2017). Updates on the first draft of "Influence Factors in Gaming Quality of Experience (QoE)" [20]. , 1–12.


Zadtootaghaj, Saman and Schmidt, Steven and Möller, Sebastian (2017). Influence Factors on Gaming Quality of Experience (QoE) [21]. , 1–13.


Barman, Nabajeet and Schmidt, Steven and Zadtootaghaj, Saman and Martini, Maria G. and Möller, Sebastian (2018). GamingVideoSET: A Dataset for Gaming Video Streaming Applications [22]. 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 [23]. Proceedings of the 23rd Packet Video Workshop. ACM, 1–6.


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 [24]. 2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX). IEEE, 1–3.


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