TU Berlin

Quality and Usability LabSaman Zadtootaghaj

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Saman Zadtootaghaj

Lupe

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:

Adaptive Edge/Cloud Compute and Network Continuum over a Heterogeneous Sparse Edge Infrastructure to Support Nextgen Applications (ACCORDION)

Past Project:

Methods and Models for assessing and predicting the QoE linked to Mobile Gaming (QoE-NET/MSCA-ITN Network)


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:  
Tel:  +49 30 8353 58394

 

 

Publications:

Towards the Impact of Gamers Strategy and User Inputs on the Delay Sensitivity of Cloud Games
Citation key sabet2020a
Author Sabet, Saeed Shafiee and Schmidt, Steven and Zadtootaghaj, Saman and Griwodz, Carsten and Möller, Sebastian
Title of Book 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX)
Pages 1–3
Year 2020
ISBN 978-1-7281-5965-2
DOI 10.1109/QoMEX48832.2020.9123138
Location Athlone, Ireland
Month may
Publisher IEEE
Series QoMEX ’20
How Published Poster
Abstract Cloud Gaming is an emerging service that is considered by many as the future of the gaming industry. This service requires a highly reliable network with low latency and high bandwidth. If these requirements are not satisfied, cloud gaming services cannot create a good Quality of Experience (QoE) for its users. However, gaming QoE can vary significantly among different game scenarios and users. For an optimal resource allocation and quality estimation, it is highly important for cloud providers, game developers, and network planners to consider the influence of the game content and gamers. This paper presents the result of a subjective study that investigated the impact of different player strategies and user inputs on their perceived delay. The results indicated that the user input characteristics vary among the games but stays the same between different users and different strategies. In addition to the users' inputs, the input quality and the overall gaming experience of the users were also investigated, and results did not show any main effect of user strategy on the delay sensitivity of the games.
Link to publication Link to original publication Download Bibtex entry

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