Assessing the Quality of Experience of Cloud Gaming Services:
Gespeichert in:
Beteilige Person: | |
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Format: | Elektronisch E-Book |
Sprache: | Englisch |
Veröffentlicht: |
Cham
Springer International Publishing AG
2022
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Ausgabe: | 1st ed |
Schriftenreihe: | T-Labs Series in Telecommunication Services Series
|
Schlagwörter: | |
Links: | https://ebookcentral.proquest.com/lib/hwr/detail.action?docID=7081871 |
Beschreibung: | Description based on publisher supplied metadata and other sources |
Umfang: | 1 Online-Ressource (230 Seiten) |
ISBN: | 9783031060113 |
Internformat
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245 | 1 | 0 | |a Assessing the Quality of Experience of Cloud Gaming Services |
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490 | 0 | |a T-Labs Series in Telecommunication Services Series | |
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505 | 8 | |a Intro -- Preface -- Acknowledgments -- Contents -- Acronyms -- 1 Introduction -- 1.1 Motivation -- 1.2 Scope -- 1.3 Structure -- References -- 2 Quality Factors and Feature Space of Cloud Gaming Services -- 2.1 Quality of Experience Research -- 2.2 An Introduction to Cloud Gaming -- 2.2.1 Components of a Cloud Gaming System -- 2.2.2 Influencing Factors on Gaming QoE -- 2.3 Gaming QoE Taxonomy for Cloud Gaming Services -- 2.3.1 Game-related Quality Aspects -- 2.3.2 Player Experience Aspects -- 2.4 Summary -- References -- 3 Methods for Assessing Gaming QoE -- 3.1 Overview of Assessment Methods -- 3.1.1 Classification of Assessment Methods -- Behavioral Assessments -- Psycho-Physiological Assessments -- Subjective Assessments -- Comparison of Classified Assessment Methods -- 3.1.2 Questionnaire-Based Assessment of Gaming QoE -- 3.1.3 Methods Considered for Research Objectives -- 3.2 Comparison of Interactive and Passive Test Paradigm (Study 3.2) -- 3.2.1 Applied Methodology to Investigate the Test Paradigms -- Impact of Test Paradigm on Game-Related Quality Aspects -- Impact of Test Paradigm on Player Experience Aspects -- Impact of Player Performance during the Passive Test -- Discussion About Findings -- 3.3 Designing Subjective Tests Measuring Gaming QoE -- 3.3.1 Standardization Activities -- 3.3.2 Test Design for ITU-T Rec. G.1072 -- Scaling Method and Rating Scale -- Test Structure -- Test Setup -- Participant Requirements -- Participant Instructions -- Game Material Selection -- Parameters Under Investigation-Independent Variables -- Measured Quality Aspects-Dependent Variables -- Pre-test Questionnaire -- Post-game Questionnaire -- Post-condition Questionnaire -- 3.4 Summary -- References -- 4 Passive Video Quality Assessment Using Lab and Remote Testing -- 4.1 Passive Dataset for ITU-T Rec. G.1072 | |
505 | 8 | |a 4.2 Video Quality Dataset Using Remote Testing -- 4.3 Comparison of Lab Studies and Remote Studies -- 4.4 Comparison of Different Stimulus Durations -- 4.5 Comparison Between Discrete and Continuous Rating Scales -- 4.6 Summary -- References -- 5 Interactive Assessment of Gaming QoE Using Crowdsourcing -- 5.1 Development of Crowdgaming Framework -- 5.2 Testing the Crowdgaming Framework -- 5.2.1 Experimental Design -- 5.2.2 Demographic Information About Crowdworkers -- 5.2.3 Data Cleansing -- 5.2.4 Study Results -- 5.3 Test Environment Comparison -- 5.3.1 Data Collection -- 5.3.2 Analysis -- 5.3.3 Discussion -- 5.4 Summary -- References -- 6 Development of the Gaming Input Quality Scale (GIPS) -- 6.1 Item Generation -- 6.2 Data Collection -- 6.3 Item Screening -- 6.4 Model Development -- 6.5 Validation of GIPS -- 6.6 Summary -- References -- 7 Impact and Classification of the Game Content -- 7.1 Impact of Game Scenario (Study 7.1) -- 7.1.1 Method -- 7.1.2 Results -- 7.1.3 Discussion -- 7.2 Game Content Classification -- 7.2.1 Method -- 7.2.2 Encoding Complexity Classification -- 7.2.3 Delay Sensitivity Classification -- 7.2.4 Frame Loss Sensitivity Classification -- 7.2.5 Discussion -- 7.3 Summary -- References -- 8 Empirical Investigation of the Cloud Gaming Taxonomy -- 8.1 Cloud Gaming Datasets -- 8.2 Measurement Model of Cloud Gaming QoE -- 8.3 Structural Model of Cloud Gaming QoE -- 8.4 Opinion Model Predicting Gaming QoE -- 8.5 Discussion -- 8.6 Summary -- References -- 9 Conclusion and Outlook -- 9.1 Summary -- 9.2 Answers to Research Questions -- 9.3 Contribution of Research -- 9.4 Limitations and Future Work -- References -- A Additional Material Related to Empirical Studies or Related Work -- B Measurement Instruments Used to Assess Gaming QoE -- C Additional Material Related to the GIPS -- D Information About Used Games in Research | |
505 | 8 | |a References -- Index | |
650 | 4 | |a Quality of service (Computer networks) | |
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Datensatz im Suchindex
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---|---|
any_adam_object | |
author | Schmidt, Steven |
author_facet | Schmidt, Steven |
author_role | aut |
author_sort | Schmidt, Steven |
author_variant | s s ss |
building | Verbundindex |
bvnumber | BV049408581 |
collection | ZDB-30-PQE |
contents | Intro -- Preface -- Acknowledgments -- Contents -- Acronyms -- 1 Introduction -- 1.1 Motivation -- 1.2 Scope -- 1.3 Structure -- References -- 2 Quality Factors and Feature Space of Cloud Gaming Services -- 2.1 Quality of Experience Research -- 2.2 An Introduction to Cloud Gaming -- 2.2.1 Components of a Cloud Gaming System -- 2.2.2 Influencing Factors on Gaming QoE -- 2.3 Gaming QoE Taxonomy for Cloud Gaming Services -- 2.3.1 Game-related Quality Aspects -- 2.3.2 Player Experience Aspects -- 2.4 Summary -- References -- 3 Methods for Assessing Gaming QoE -- 3.1 Overview of Assessment Methods -- 3.1.1 Classification of Assessment Methods -- Behavioral Assessments -- Psycho-Physiological Assessments -- Subjective Assessments -- Comparison of Classified Assessment Methods -- 3.1.2 Questionnaire-Based Assessment of Gaming QoE -- 3.1.3 Methods Considered for Research Objectives -- 3.2 Comparison of Interactive and Passive Test Paradigm (Study 3.2) -- 3.2.1 Applied Methodology to Investigate the Test Paradigms -- Impact of Test Paradigm on Game-Related Quality Aspects -- Impact of Test Paradigm on Player Experience Aspects -- Impact of Player Performance during the Passive Test -- Discussion About Findings -- 3.3 Designing Subjective Tests Measuring Gaming QoE -- 3.3.1 Standardization Activities -- 3.3.2 Test Design for ITU-T Rec. G.1072 -- Scaling Method and Rating Scale -- Test Structure -- Test Setup -- Participant Requirements -- Participant Instructions -- Game Material Selection -- Parameters Under Investigation-Independent Variables -- Measured Quality Aspects-Dependent Variables -- Pre-test Questionnaire -- Post-game Questionnaire -- Post-condition Questionnaire -- 3.4 Summary -- References -- 4 Passive Video Quality Assessment Using Lab and Remote Testing -- 4.1 Passive Dataset for ITU-T Rec. G.1072 4.2 Video Quality Dataset Using Remote Testing -- 4.3 Comparison of Lab Studies and Remote Studies -- 4.4 Comparison of Different Stimulus Durations -- 4.5 Comparison Between Discrete and Continuous Rating Scales -- 4.6 Summary -- References -- 5 Interactive Assessment of Gaming QoE Using Crowdsourcing -- 5.1 Development of Crowdgaming Framework -- 5.2 Testing the Crowdgaming Framework -- 5.2.1 Experimental Design -- 5.2.2 Demographic Information About Crowdworkers -- 5.2.3 Data Cleansing -- 5.2.4 Study Results -- 5.3 Test Environment Comparison -- 5.3.1 Data Collection -- 5.3.2 Analysis -- 5.3.3 Discussion -- 5.4 Summary -- References -- 6 Development of the Gaming Input Quality Scale (GIPS) -- 6.1 Item Generation -- 6.2 Data Collection -- 6.3 Item Screening -- 6.4 Model Development -- 6.5 Validation of GIPS -- 6.6 Summary -- References -- 7 Impact and Classification of the Game Content -- 7.1 Impact of Game Scenario (Study 7.1) -- 7.1.1 Method -- 7.1.2 Results -- 7.1.3 Discussion -- 7.2 Game Content Classification -- 7.2.1 Method -- 7.2.2 Encoding Complexity Classification -- 7.2.3 Delay Sensitivity Classification -- 7.2.4 Frame Loss Sensitivity Classification -- 7.2.5 Discussion -- 7.3 Summary -- References -- 8 Empirical Investigation of the Cloud Gaming Taxonomy -- 8.1 Cloud Gaming Datasets -- 8.2 Measurement Model of Cloud Gaming QoE -- 8.3 Structural Model of Cloud Gaming QoE -- 8.4 Opinion Model Predicting Gaming QoE -- 8.5 Discussion -- 8.6 Summary -- References -- 9 Conclusion and Outlook -- 9.1 Summary -- 9.2 Answers to Research Questions -- 9.3 Contribution of Research -- 9.4 Limitations and Future Work -- References -- A Additional Material Related to Empirical Studies or Related Work -- B Measurement Instruments Used to Assess Gaming QoE -- C Additional Material Related to the GIPS -- D Information About Used Games in Research References -- Index |
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dewey-full | 658.562 |
dewey-hundreds | 600 - Technology (Applied sciences) |
dewey-ones | 658 - General management |
dewey-raw | 658.562 |
dewey-search | 658.562 |
dewey-sort | 3658.562 |
dewey-tens | 650 - Management and auxiliary services |
discipline | Wirtschaftswissenschaften |
edition | 1st ed |
format | Electronic eBook |
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illustrated | Not Illustrated |
indexdate | 2024-12-20T20:11:15Z |
institution | BVB |
isbn | 9783031060113 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-034735665 |
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psigel | ZDB-30-PQE ZDB-30-PQE HWR_PDA_PQE |
publishDate | 2022 |
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publisher | Springer International Publishing AG |
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series2 | T-Labs Series in Telecommunication Services Series |
spelling | Schmidt, Steven Verfasser aut Assessing the Quality of Experience of Cloud Gaming Services 1st ed Cham Springer International Publishing AG 2022 ©2023 1 Online-Ressource (230 Seiten) txt rdacontent c rdamedia cr rdacarrier T-Labs Series in Telecommunication Services Series Description based on publisher supplied metadata and other sources Intro -- Preface -- Acknowledgments -- Contents -- Acronyms -- 1 Introduction -- 1.1 Motivation -- 1.2 Scope -- 1.3 Structure -- References -- 2 Quality Factors and Feature Space of Cloud Gaming Services -- 2.1 Quality of Experience Research -- 2.2 An Introduction to Cloud Gaming -- 2.2.1 Components of a Cloud Gaming System -- 2.2.2 Influencing Factors on Gaming QoE -- 2.3 Gaming QoE Taxonomy for Cloud Gaming Services -- 2.3.1 Game-related Quality Aspects -- 2.3.2 Player Experience Aspects -- 2.4 Summary -- References -- 3 Methods for Assessing Gaming QoE -- 3.1 Overview of Assessment Methods -- 3.1.1 Classification of Assessment Methods -- Behavioral Assessments -- Psycho-Physiological Assessments -- Subjective Assessments -- Comparison of Classified Assessment Methods -- 3.1.2 Questionnaire-Based Assessment of Gaming QoE -- 3.1.3 Methods Considered for Research Objectives -- 3.2 Comparison of Interactive and Passive Test Paradigm (Study 3.2) -- 3.2.1 Applied Methodology to Investigate the Test Paradigms -- Impact of Test Paradigm on Game-Related Quality Aspects -- Impact of Test Paradigm on Player Experience Aspects -- Impact of Player Performance during the Passive Test -- Discussion About Findings -- 3.3 Designing Subjective Tests Measuring Gaming QoE -- 3.3.1 Standardization Activities -- 3.3.2 Test Design for ITU-T Rec. G.1072 -- Scaling Method and Rating Scale -- Test Structure -- Test Setup -- Participant Requirements -- Participant Instructions -- Game Material Selection -- Parameters Under Investigation-Independent Variables -- Measured Quality Aspects-Dependent Variables -- Pre-test Questionnaire -- Post-game Questionnaire -- Post-condition Questionnaire -- 3.4 Summary -- References -- 4 Passive Video Quality Assessment Using Lab and Remote Testing -- 4.1 Passive Dataset for ITU-T Rec. G.1072 4.2 Video Quality Dataset Using Remote Testing -- 4.3 Comparison of Lab Studies and Remote Studies -- 4.4 Comparison of Different Stimulus Durations -- 4.5 Comparison Between Discrete and Continuous Rating Scales -- 4.6 Summary -- References -- 5 Interactive Assessment of Gaming QoE Using Crowdsourcing -- 5.1 Development of Crowdgaming Framework -- 5.2 Testing the Crowdgaming Framework -- 5.2.1 Experimental Design -- 5.2.2 Demographic Information About Crowdworkers -- 5.2.3 Data Cleansing -- 5.2.4 Study Results -- 5.3 Test Environment Comparison -- 5.3.1 Data Collection -- 5.3.2 Analysis -- 5.3.3 Discussion -- 5.4 Summary -- References -- 6 Development of the Gaming Input Quality Scale (GIPS) -- 6.1 Item Generation -- 6.2 Data Collection -- 6.3 Item Screening -- 6.4 Model Development -- 6.5 Validation of GIPS -- 6.6 Summary -- References -- 7 Impact and Classification of the Game Content -- 7.1 Impact of Game Scenario (Study 7.1) -- 7.1.1 Method -- 7.1.2 Results -- 7.1.3 Discussion -- 7.2 Game Content Classification -- 7.2.1 Method -- 7.2.2 Encoding Complexity Classification -- 7.2.3 Delay Sensitivity Classification -- 7.2.4 Frame Loss Sensitivity Classification -- 7.2.5 Discussion -- 7.3 Summary -- References -- 8 Empirical Investigation of the Cloud Gaming Taxonomy -- 8.1 Cloud Gaming Datasets -- 8.2 Measurement Model of Cloud Gaming QoE -- 8.3 Structural Model of Cloud Gaming QoE -- 8.4 Opinion Model Predicting Gaming QoE -- 8.5 Discussion -- 8.6 Summary -- References -- 9 Conclusion and Outlook -- 9.1 Summary -- 9.2 Answers to Research Questions -- 9.3 Contribution of Research -- 9.4 Limitations and Future Work -- References -- A Additional Material Related to Empirical Studies or Related Work -- B Measurement Instruments Used to Assess Gaming QoE -- C Additional Material Related to the GIPS -- D Information About Used Games in Research References -- Index Quality of service (Computer networks) Erscheint auch als Druck-Ausgabe Schmidt, Steven Assessing the Quality of Experience of Cloud Gaming Services Cham : Springer International Publishing AG,c2022 9783031060106 |
spellingShingle | Schmidt, Steven Assessing the Quality of Experience of Cloud Gaming Services Intro -- Preface -- Acknowledgments -- Contents -- Acronyms -- 1 Introduction -- 1.1 Motivation -- 1.2 Scope -- 1.3 Structure -- References -- 2 Quality Factors and Feature Space of Cloud Gaming Services -- 2.1 Quality of Experience Research -- 2.2 An Introduction to Cloud Gaming -- 2.2.1 Components of a Cloud Gaming System -- 2.2.2 Influencing Factors on Gaming QoE -- 2.3 Gaming QoE Taxonomy for Cloud Gaming Services -- 2.3.1 Game-related Quality Aspects -- 2.3.2 Player Experience Aspects -- 2.4 Summary -- References -- 3 Methods for Assessing Gaming QoE -- 3.1 Overview of Assessment Methods -- 3.1.1 Classification of Assessment Methods -- Behavioral Assessments -- Psycho-Physiological Assessments -- Subjective Assessments -- Comparison of Classified Assessment Methods -- 3.1.2 Questionnaire-Based Assessment of Gaming QoE -- 3.1.3 Methods Considered for Research Objectives -- 3.2 Comparison of Interactive and Passive Test Paradigm (Study 3.2) -- 3.2.1 Applied Methodology to Investigate the Test Paradigms -- Impact of Test Paradigm on Game-Related Quality Aspects -- Impact of Test Paradigm on Player Experience Aspects -- Impact of Player Performance during the Passive Test -- Discussion About Findings -- 3.3 Designing Subjective Tests Measuring Gaming QoE -- 3.3.1 Standardization Activities -- 3.3.2 Test Design for ITU-T Rec. G.1072 -- Scaling Method and Rating Scale -- Test Structure -- Test Setup -- Participant Requirements -- Participant Instructions -- Game Material Selection -- Parameters Under Investigation-Independent Variables -- Measured Quality Aspects-Dependent Variables -- Pre-test Questionnaire -- Post-game Questionnaire -- Post-condition Questionnaire -- 3.4 Summary -- References -- 4 Passive Video Quality Assessment Using Lab and Remote Testing -- 4.1 Passive Dataset for ITU-T Rec. G.1072 4.2 Video Quality Dataset Using Remote Testing -- 4.3 Comparison of Lab Studies and Remote Studies -- 4.4 Comparison of Different Stimulus Durations -- 4.5 Comparison Between Discrete and Continuous Rating Scales -- 4.6 Summary -- References -- 5 Interactive Assessment of Gaming QoE Using Crowdsourcing -- 5.1 Development of Crowdgaming Framework -- 5.2 Testing the Crowdgaming Framework -- 5.2.1 Experimental Design -- 5.2.2 Demographic Information About Crowdworkers -- 5.2.3 Data Cleansing -- 5.2.4 Study Results -- 5.3 Test Environment Comparison -- 5.3.1 Data Collection -- 5.3.2 Analysis -- 5.3.3 Discussion -- 5.4 Summary -- References -- 6 Development of the Gaming Input Quality Scale (GIPS) -- 6.1 Item Generation -- 6.2 Data Collection -- 6.3 Item Screening -- 6.4 Model Development -- 6.5 Validation of GIPS -- 6.6 Summary -- References -- 7 Impact and Classification of the Game Content -- 7.1 Impact of Game Scenario (Study 7.1) -- 7.1.1 Method -- 7.1.2 Results -- 7.1.3 Discussion -- 7.2 Game Content Classification -- 7.2.1 Method -- 7.2.2 Encoding Complexity Classification -- 7.2.3 Delay Sensitivity Classification -- 7.2.4 Frame Loss Sensitivity Classification -- 7.2.5 Discussion -- 7.3 Summary -- References -- 8 Empirical Investigation of the Cloud Gaming Taxonomy -- 8.1 Cloud Gaming Datasets -- 8.2 Measurement Model of Cloud Gaming QoE -- 8.3 Structural Model of Cloud Gaming QoE -- 8.4 Opinion Model Predicting Gaming QoE -- 8.5 Discussion -- 8.6 Summary -- References -- 9 Conclusion and Outlook -- 9.1 Summary -- 9.2 Answers to Research Questions -- 9.3 Contribution of Research -- 9.4 Limitations and Future Work -- References -- A Additional Material Related to Empirical Studies or Related Work -- B Measurement Instruments Used to Assess Gaming QoE -- C Additional Material Related to the GIPS -- D Information About Used Games in Research References -- Index Quality of service (Computer networks) |
title | Assessing the Quality of Experience of Cloud Gaming Services |
title_auth | Assessing the Quality of Experience of Cloud Gaming Services |
title_exact_search | Assessing the Quality of Experience of Cloud Gaming Services |
title_full | Assessing the Quality of Experience of Cloud Gaming Services |
title_fullStr | Assessing the Quality of Experience of Cloud Gaming Services |
title_full_unstemmed | Assessing the Quality of Experience of Cloud Gaming Services |
title_short | Assessing the Quality of Experience of Cloud Gaming Services |
title_sort | assessing the quality of experience of cloud gaming services |
topic | Quality of service (Computer networks) |
topic_facet | Quality of service (Computer networks) |
work_keys_str_mv | AT schmidtsteven assessingthequalityofexperienceofcloudgamingservices |