001452926 000__ 03466cam\a2200493\a\4500 001452926 001__ 1452926 001452926 003__ OCoLC 001452926 005__ 20230314003325.0 001452926 006__ m\\\\\o\\d\\\\\\\\ 001452926 007__ cr\un\nnnunnun 001452926 008__ 220910s2023\\\\sz\\\\\\ob\\\\001\0\eng\d 001452926 019__ $$a1344155146 001452926 020__ $$a9783031060113$$q(electronic bk.) 001452926 020__ $$a3031060113$$q(electronic bk.) 001452926 020__ $$z9783031060106 001452926 020__ $$z3031060105 001452926 0247_ $$a10.1007/978-3-031-06011-3$$2doi 001452926 035__ $$aSP(OCoLC)1344160218 001452926 040__ $$aEBLCP$$beng$$cEBLCP$$dGW5XE$$dYDX$$dOCLCF$$dOCLCQ 001452926 049__ $$aISEA 001452926 050_4 $$aQA76.585 001452926 08204 $$a004.67/82$$223/eng/20220915 001452926 1001_ $$aSchmidt, Steven. 001452926 24510 $$aAssessing the quality of experience of cloud gaming services /$$cSteven Schmidt. 001452926 260__ $$aCham :$$bSpringer,$$c[2023]. 001452926 300__ $$a1 online resource. 001452926 4901_ $$aT-Labs series in telecommunication services 001452926 504__ $$aIncludes bibliographical references and index. 001452926 5050_ $$aIntroduction -- Quality Factors and Feature Space of Cloud Gaming Services -- Methods for Assessing Gaming QoE -- Passive Video Quality Assessment Using Lab and Remote Testing -- Interactive Assessment of Gaming QoE Using Crowdsourcing -- Development of the Gaming Input Quality Scale (GIPS) -- Impact and Classification of the Game Content -- Empirical Investigation of the Cloud Gaming Taxonomy -- Conclusion and Outlook. 001452926 506__ $$aAccess limited to authorized users. 001452926 520__ $$aThis book provides an overview of concepts and challenges in interaction quality in the domain of cloud gaming services. The author presents a unified evaluation approach by combining quantitative subjective assessment methods in a concise way. The author discusses a measurement tool, Gaming Input Quality Scale (GIPS), that assesses the interaction quality of such a service available. Furthermore, the author discusses a new framework to assess gaming Quality of Experience (QoE) using a crowdsourcing approach. Lastly, based on a large dataset including dominant network and encoding conditions, the evaluation method is investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical findings, and models presented in this book should be of particular interest to researchers working in the fields of quality and usability engineering, as well as service providers and network operators. Presents an empirical validation of a taxonomy of quality aspects of cloud gaming services as well as applied assessment methods; Includes a new framework to conduct quality assessment studies in home environments; Describes a psychometrically validated, and reliable instrument to measure the interaction quality. 001452926 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed September 15, 2022). 001452926 650_0 $$aCloud computing$$xEvaluation. 001452926 650_0 $$aQuality of service (Computer networks) 001452926 650_0 $$aComputer games. 001452926 655_0 $$aElectronic books. 001452926 77608 $$iPrint version:$$aSchmidt, Steven$$tAssessing the Quality of Experience of Cloud Gaming Services$$dCham : Springer International Publishing AG,c2022$$z9783031060106 001452926 830_0 $$aT-labs series in telecommunication services. 001452926 852__ $$bebk 001452926 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-3-031-06011-3$$zOnline Access$$91397441.1 001452926 909CO $$ooai:library.usi.edu:1452926$$pGLOBAL_SET 001452926 980__ $$aBIB 001452926 980__ $$aEBOOK 001452926 982__ $$aEbook 001452926 983__ $$aOnline 001452926 994__ $$a92$$bISE