Quality of experience modeling for cloud gaming services / Saman Zadtootaghaj.
2022
GV1469.15
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Details
Title
Quality of experience modeling for cloud gaming services / Saman Zadtootaghaj.
Author
Zadtootaghaj, Saman, author.
ISBN
9783030982492 (electronic bk.)
3030982491 (electronic bk.)
9783030982485 (print)
3030982483
3030982491 (electronic bk.)
9783030982485 (print)
3030982483
Published
Cham, Switzerland : Springer, 2022.
Language
English
Description
1 online resource (xvii, 170 pages) : illustrations (some color).
Item Number
10.1007/978-3-030-98249-2 doi
Call Number
GV1469.15
Dewey Decimal Classification
794.81467/82
Summary
This 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.
Bibliography, etc. Note
Includes bibliographical references and index.
Access Note
Access limited to authorized users.
Source of Description
Online resource; title from PDF title page (SpringerLink, viewed May 10, 2022).
Series
T-labs series in telecommunication services, 2192-2829
Available in Other Form
Print version: 9783030982485
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Table of Contents
Introduction
Gaming Quality of Experience
Process for Model Development
Video Coding Impairment Models
Integration of Impairment Factors to Gaming QoE
Performance Evaluation 95
Conclusion.
Gaming Quality of Experience
Process for Model Development
Video Coding Impairment Models
Integration of Impairment Factors to Gaming QoE
Performance Evaluation 95
Conclusion.