Assessing the Quality of Experience of Cloud Gaming Services
Springer International Publishing (Verlag)
978-3-031-06013-7 (ISBN)
lt;p>Steven Schmidt received his master's degree in electrical engineering at the Technische Universität Berlin with a major in Communication Systems. From 2016 to 2021, he was a research assistant at the Quality and Usability Lab where he got his PhD in the field of Quality of Experience in Cloud Gaming under the supervision of Prof. Dr.-Ing. Sebastian Möller. In 2022, he joined Sony PlayStation as a researcher and data scientist. His research interests include assessment methods for gaming QoE, the identification of influencing factors as well as developing models to predict gaming QoE of cloud gaming services. To advance this field of research, he published a variety of articles at multimedia conferences and submitted over 20 contributions about gaming-related activities at the ITU Telecommunication Standardization Sector (ITU-T) resulting in three Recommendations.
Introduction.- Quality Factors and Feature Space of Cloud Gaming Services.- Methods for Assessing Gaming QoE.- Passive Video Quality Assessment Using Lab and Remote Testing.- Interactive Assessment of Gaming QoE Using Crowdsourcing.- Development of the Gaming Input Quality Scale (GIPS).- Impact and Classification of the Game Content.- Empirical Investigation of the Cloud Gaming Taxonomy.- Conclusion and Outlook.
Erscheinungsdatum | 10.09.2023 |
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Reihe/Serie | T-Labs Series in Telecommunication Services |
Zusatzinfo | XV, 221 p. 54 illus., 47 illus. in color. |
Verlagsort | Cham |
Sprache | englisch |
Maße | 155 x 235 mm |
Gewicht | 373 g |
Themenwelt | Technik ► Elektrotechnik / Energietechnik |
Technik ► Nachrichtentechnik | |
Schlagworte | cloud gaming • Gaming Quality • playability • quality of experience • Quality of Service |
ISBN-10 | 3-031-06013-X / 303106013X |
ISBN-13 | 978-3-031-06013-7 / 9783031060137 |
Zustand | Neuware |
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