TU Berlin

Quality and Usability LabBabak Naderi

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Dr. -Ing. Babak Naderi


Research Interests:

  • Subjective quality assessment
  • Speech Quality Assessment in Crowdsourcing
  • Motivation, Workload, and Performance in Crowdsourcing
  • Statistical Modeling, field data and applied statistics
  • Speech Enhancement
  • Text Complexity and Simplification


Babak Naderi has obtain his Dr.-Ing degree (PhD) on the basis of his thesis with a title of Motivation of Workers on Microtask Crowdsourcing Platforms in September 2017. Babak has Master's degree in Geodesy and Geoinformation Science form the Technical University Berlin with a thesis on "Monte Carlo Localization for Pedestrian Indoor Navigation Using a Map Aided Movement Model". He has also a Bachelor's degree in Software Engineering.

Since August 2012, Babak Naderi is working as a research scientist at the Quality and Usability Lab of  TU-Berlin.

2013-2015 Babak was awarded with an BMBF funded Education program for future IT and Development Leadership involving Bosch, Datev, Deutsche Telekom AG, Holtzbrinck, SAP, Scheer Group, Siemens, and Software AG  amongst highly ranked academic institution (Softwarecampus). He was taking part by leading CrowdMAQA project.

Within dissertation, Babak studies the motivation of crowdworkers in details. He has developed the Crowdwork Motivation Scale for measuring general motivation based on the Self-Determination Theory of Motivation. The scale has been validated within several studies. In addition, he has studied factors influencing the motivation, and influence of different motivation type on the quality of outcomes. Models for predicting task selection strategy of workers are developed, including models for automatically predicting expected workload associated to a task from its design, task acceptance and performance. 

Beside others research activities, Babak is actively working on the standardization of methods for speech quality assessment in crowdsourcing environment in the P.CROWD work program of Study Group 12 in ITU-T Standardization Sector.

Reviewed for WWW, CHI, ICASSP, CSCW, MMSys, PQS, HCOMP, ICWE, QoMEX, International Journal of Human-Computer Studies, Computer Networks, Behaviour & Information Technology, Quality and User Experience.


Selected talks:

  • "Motivation of Crowd Workers, does it matter?",Schloss Dagstuhl, Evaluation in the Crowd: Crowdsourcing and Human-Centred Experiments, November 2015.
  • "Motivation and Quality Assessment in Online Paid Crowdsourcing Micro-task Platforms",Schloss Dagstuhl, Crowdsourcing: From Theory to Practice and Long-Term Perspectives, September 2013.


Office Hours: On Appointment



Quality and Usability Lab

Technische Universität Berlin
Ernst-Reuter-Platz 7
D-10587 Berlin

Tel.:+49 (30) 8353-54221
Fax: +49 (30) 8353-58409



Assessing Interactive Gaming Quality of Experience using a Crowdsourcing Approach
Zitatschlüssel schmidt2020a
Autor Schmidt, Steven and Naderi, Babak and Sabet, Saeed Shafiee and Zadtootaghaj, Saman and Carsten and Möller, Sebastian
Buchtitel 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX)
Seiten 1–6
Jahr 2020
ISBN 978-1-7281-5965-2
DOI 10.1109/QoMEX48832.2020.9123122
Ort Athlone, Ireland
Monat may
Verlag IEEE
Serie QoMEX ’20
Wie herausgegeben Fullpaper
Zusammenfassung Traditionally, the Quality of Experience (QoE) is assessed in a controlled laboratory environment where participants give their opinion about the perceived quality of a stimulus on a standardized rating scale. Recently, the usage of crowdsourcing micro-task platforms for assessing the media quality is increasing. The crowdsourcing platforms provide access to a pool of geographically distributed, and demographically diverse group of workers who participate in the experiment in their own working environment and using their own hardware. The main challenge in crowdsourcing QoE tests is to control the effect of interfering influencing factors such as a user's environment and device on the subjective ratings. While in the past, the crowdsourcing approach was frequently used for speech and video quality assessment, research on a quality assessment for gaming services is rare. In this paper, we present a method to measure gaming QoE under typically considered system influence factors including delay, packet loss, and framerates as well as different game designs. The factors are artificially manipulated due to controlled changes in the implementation of games. The results of a total of five studies using a developed evaluation method based on a combination of the ITU-T Rec. P.809 on subjective evaluation methods for gaming quality and the ITU-T Rec. P.808 on subjective evaluation of speech quality with a crowdsourcing approach will be discussed. To evaluate the reliability and validity of results collected using this method, we finally compare subjective ratings regarding the effect of network delay on gaming QoE gathered from interactive crowdsourcing tests with those from equivalent laboratory experiments.
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