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008 220504s2022 sz | s |||| 0|eng d
020 _a9783030982492
024 7 _a10.1007/978-3-030-98249-2
_2doi
040 _aTR-AnTOB
_beng
_erda
_cTR-AnTOB
041 _aeng
050 4 _aQA76.76.C672
072 7 _aTJK
_2bicssc
072 7 _aTEC041000
_2bisacsh
072 7 _aTJK
_2thema
090 _aQA76.76.C672EBK
100 1 _aZadtootaghaj, Saman.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
245 1 0 _aQuality of Experience Modeling for Cloud Gaming Services
_h[electronic resource] /
_cby Saman Zadtootaghaj.
250 _a1st ed. 2022.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2022.
300 _a1 online resource
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aT-Labs Series in Telecommunication Services,
_x2192-2829
505 0 _aIntroduction -- Gaming Quality of Experience -- Process for Model Development -- Video Coding Impairment Models -- Integration of Impairment Factors to Gaming QoE -- Performance Evaluation 95 -- Conclusion.
520 _aThis book presents the development of a gaming quality model to predict the gaming Quality of Experience (QoE) of players that could be used for planning the network service or quality monitoring of cloud gaming services. The author presents a model that is developed following a modular structure approach that keeps the different types of impairments separately. The book shows how such a modular structure allows developing a sustainable model as each component can be updated by advances in that specific research area or technology. The presented gaming quality model takes into account two modules of video quality and input quality. The latter considers the interactivity aspects of gaming. The video quality module offers a series of models that differ depending on the level of access to the video stream information, allowing high flexibility for service providers regarding the positions of measuring points within their system. In summary, the present book focuses on (1) creation of multiple image/video and cloud gaming quality datasets, (2) development of a gaming video classification, and (3) development of a series of gaming QoE models to predict the gaming QoE depending on the level of access to the video stream information. Introduces a gaming Quality of Experience (QoE) model that can be used to predict the quality of cloud gaming services; Describes multiple video quality models, signal-based, bitstream-based and planning-based models for gaming content; Presents guidelines for conducting the subjective test for assessment of gaming quality for cloud/online gaming.
650 0 _aTelecommunication.
650 0 _aComputational intelligence.
650 0 _aUser interfaces (Computer systems).
650 0 _aHuman-computer interaction.
650 1 4 _aCommunications Engineering, Networks.
650 2 4 _aComputational Intelligence.
650 2 4 _aUser Interfaces and Human Computer Interaction.
653 0 _aVideo games -- Quality control -- Simulation methods
653 0 _aCloud computing
710 2 _aSpringerLink (Online service)
830 0 _aT-Labs Series in Telecommunication Services,
_x2192-2829
856 4 0 _uhttps://doi.org/10.1007/978-3-030-98249-2
_3Springer eBooks
_zOnline access link to the resource
942 _2lcc
_cEBK