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Saman Zadtootaghaj
Research Field
- Assessing and predicting QoE of Gaming Applications
Research Topics
- Video quality assessment of computer generated content
- Cloud Gaming Quality of Experience
- Deep learning-based quality assessment of image/video content
- Image/video quality enhancement
Current Project:
Past Project:
Biography
Saman Zadtootaghaj is a researcher at the Quality and Usability Lab at Technische Universitat Berlin working on modeling the gaming quality of experience under the supervision of Prof. Dr.-Ing. Sebastian Moller. His main interest is subjective and objective quality assessment of Computer-Generated content. He received his bachelor degree from IASBS and master degree in information technology from University of Tehran.
He worked as a researcher at Telekom Innovation Laboratories of Deutsche Telekom AG from 2016 to 2018 as part of European project called QoE-Net. He is currently the chair of Computer-Generated Imagery group at Video Quality Expert Group.
Roles:
Chair of Computer-Generated Imagery (CGI) at VQEG
Local coordinator of HCID track of EIT master program
Visiting Researcher:
MMSPG lab, EPFL (2017)
LST group, DFKI (2019)
Teaching experience:
Advance Projects at Quality and Usability Lab (Deep Learning for Video Quality Assessment and Enhancement) SS2020
Usability engineering exercise SS2017/SS2018/SS2019/SS2020
Quality and Usability Seminar (Applied statistic) WS 2019-2020
Quality and Usability Seminar (Gamification) SS2018
Teacher assistant: Multiagent (University of Tehran 2014), computer networks (IASBS 2011).
Talks:
VQEG meetings at Nokia, Madrid, March 2018
VQEG meetings at Google (remote), USA, November 2018
VQEG Meetings at Deutsche Telekom, Germany, March 2019
VQEG meetings at Tencent, China, October 2019
VQEG meeting, Online Meeting, March 2020
Involvement in Standardization Activities:
Active in the following work items:
ITU-T P.BBQCG: Parametric bitstream-based Quality Assessment of Cloud Gaming Services
ITU-T G.CMVTQS: Computational model used as a QoE/QoS monitor to assess videotelephony services
ITU-T G.OMMOG: Opinion Model for Mobile Online Gaming applications
Contributed to the following recommendations:
ITU-T G.1032: Influence factors on gaming quality of experience
ITU-T P.809: Subjective evaluation methods for gaming quality
ITU-T G.1072: Opinion model predicting gaming quality of experience for cloud gaming services
Reviewed papers for TCSVT, Quality and User Experience journal, Journal of Electronic Imaging, QoMEX 2017-2019, ICC 2019 and ICME 2020, PQS workshop 2016
Tools for Quality Prediction of Gaming Content:
NDNetGaming: Deep Learning based Quality metric for Gaming Content
GamingPara: Gaming Parametric based Video Quality Models
Implementation of ITU-T Recommendation G.1072
Datasets:
GamingVideoSet: https://kingston.box.com/v/GamingVideoSET
Cloud Gaming Video Dataset: https://github.com/stootaghaj/CGVDS
Image Gaming Quality Dataset: https://github.com/stootaghaj/GISET
Find me on ResearchGate, LinkedIn, Scholar, GitHub.
Address
Quality and Usability Lab
Deutsche Telekom Laboratories
TU Berlin
Ernst-Reuter-Platz 7
D-10587 Berlin, Germany
Email: saman.zadtootaghaj@qu.tu-berlin.de
Tel: +49 30 8353 58394
Publications:
Zitatschlüssel | zadtootaghaj2018b |
---|---|
Autor | Zadtootaghaj, Saman and Schmidt, Steven 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.2018.8463416 |
Adresse | Piscataway, NJ |
Monat | may |
Notiz | electronic |
Verlag | IEEE |
Wie herausgegeben | full |
Zusammenfassung | Recent advances of streaming services and the upcoming new generation of mobile networks, 5G, offering low end-to-end delay as well as high bandwidths, promise a bright future for cloud gaming applications. Cloud gaming, in the contrary to traditional gaming services, suffers not only from system factors on the client, but is also affected significantly by the network, server specification and encoding parameters. In this paper, we present the results of a subjective experiment aiming to investigate the impact of two influencing factors, frame rate and bit rate, on the gaming Quality of Experience. The results reveal that a trade-off between an acceptable video quality and interaction quality exists. In case of very low bit rates, lowering the frame rate can improve the video quality while at some point, jerkiness becomes visible which affects the video quality negatively and the control over the game will be strongly reduced. Furthermore, even though in the gaming community a frame rate of 60 fps is desired, no significant difference for quality ratings, as well as performance ratings, was found between 60 fps and 25 fps. Therefore, it would be highly valuable for service providers to find an ideal strategy for this issue. In addition, we investigate the impact of video encoding on gaming experience dimensions. Finally, a first attempt to model the impact of two influencing factors on overall quality will be presented. |