001446586 000__ 03720cam\a2200517Ii\4500 001446586 001__ 1446586 001446586 003__ OCoLC 001446586 005__ 20230310004007.0 001446586 006__ m\\\\\o\\d\\\\\\\\ 001446586 007__ cr\un\nnnunnun 001446586 008__ 220510s2022\\\\sz\a\\\\ob\\\\001\0\eng\d 001446586 019__ $$a1314429926$$a1314854852 001446586 020__ $$a9783030982492$$q(electronic bk.) 001446586 020__ $$a3030982491$$q(electronic bk.) 001446586 020__ $$z9783030982485$$q(print) 001446586 020__ $$z3030982483 001446586 0247_ $$a10.1007/978-3-030-98249-2$$2doi 001446586 035__ $$aSP(OCoLC)1315543253 001446586 040__ $$aGW5XE$$beng$$erda$$epn$$cGW5XE$$dEBLCP$$dYDX$$dOCLCF$$dOCLCQ 001446586 049__ $$aISEA 001446586 050_4 $$aGV1469.15 001446586 08204 $$a794.81467/82$$223/eng/20220510 001446586 1001_ $$aZadtootaghaj, Saman,$$eauthor. 001446586 24510 $$aQuality of experience modeling for cloud gaming services /$$cSaman Zadtootaghaj. 001446586 264_1 $$aCham, Switzerland :$$bSpringer,$$c2022. 001446586 300__ $$a1 online resource (xvii, 170 pages) :$$billustrations (some color). 001446586 336__ $$atext$$btxt$$2rdacontent 001446586 337__ $$acomputer$$bc$$2rdamedia 001446586 338__ $$aonline resource$$bcr$$2rdacarrier 001446586 4901_ $$aT-Labs series in telecommunication services,$$x2192-2829 001446586 504__ $$aIncludes bibliographical references and index. 001446586 5050_ $$aIntroduction -- Gaming Quality of Experience -- Process for Model Development -- Video Coding Impairment Models -- Integration of Impairment Factors to Gaming QoE -- Performance Evaluation 95 -- Conclusion. 001446586 506__ $$aAccess limited to authorized users. 001446586 520__ $$aThis book presents the development of a gaming quality model to predict the gaming Quality of Experience (QoE) of players that could be used for planning the network service or quality monitoring of cloud gaming services. The author presents a model that is developed following a modular structure approach that keeps the different types of impairments separately. The book shows how such a modular structure allows developing a sustainable model as each component can be updated by advances in that specific research area or technology. The presented gaming quality model takes into account two modules of video quality and input quality. The latter considers the interactivity aspects of gaming. The video quality module offers a series of models that differ depending on the level of access to the video stream information, allowing high flexibility for service providers regarding the positions of measuring points within their system. In summary, the present book focuses on (1) creation of multiple image/video and cloud gaming quality datasets, (2) development of a gaming video classification, and (3) development of a series of gaming QoE models to predict the gaming QoE depending on the level of access to the video stream information. Introduces a gaming Quality of Experience (QoE) model that can be used to predict the quality of cloud gaming services; Describes multiple video quality models, signal-based, bitstream-based and planning-based models for gaming content; Presents guidelines for conducting the subjective test for assessment of gaming quality for cloud/online gaming. 001446586 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed May 10, 2022). 001446586 650_0 $$aInternet games$$xQuality control$$xSimulation methods. 001446586 650_0 $$aCloud computing. 001446586 655_0 $$aElectronic books. 001446586 77608 $$iPrint version: $$z3030982483$$z9783030982485$$w(OCoLC)1296532166 001446586 830_0 $$aT-labs series in telecommunication services,$$x2192-2829 001446586 852__ $$bebk 001446586 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-3-030-98249-2$$zOnline Access$$91397441.1 001446586 909CO $$ooai:library.usi.edu:1446586$$pGLOBAL_SET 001446586 980__ $$aBIB 001446586 980__ $$aEBOOK 001446586 982__ $$aEbook 001446586 983__ $$aOnline 001446586 994__ $$a92$$bISE