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A Novel Objective Quality Assessment Method for Perceptually-Coded Cloud Gaming Video

机译:感知编码的云游戏视频客观质量评估的新方法

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Cloud Gaming (CG) as a viable alternative to console gaming is gaining more acceptance and growing its market share in the gaming industry. In CG, the game events are processed in the cloud and the resulting scenes are streamed as a video sequence to players. In this new paradigm, one of the most important factors that has a significant impact on user quality of experience is video quality. To address the inherent high bandwidth requirement of CG, game videos should be compressed. This compression may have a negative impact on the user's quality of experience (QoE) and the assessment of this impact on user satisfaction is a challenging task. Over the years, many research works have investigated the objective and subjective quality of video, but none are directly suitable for the assessment of perceptual video quality in the context of CG. Other methods, such as eye-tracking weighted peak signal-to-noise ratio (EWPSNR) that may work in this context, require an eye-tracking device that is not always available. In this paper, we propose a new weighted PSNR objective quality method that does not require any eye-tracker or information from the game designer (such as the importance of objects in the game) to measure game video quality. Our evaluation based on 3 actual games show that our proposed method has 51% and 11% better correlation with the Mean Opinion Score (MOS) compared to PSNR and SSIM measures, respectively.
机译:作为游戏机游戏的可行替代方案,云游戏(CG)正在获得越来越多的认可,并在游戏行业中扩大了其市场份额。在CG中,游戏事件在云中进行处理,并将所得的场景作为视频序列流式传输给玩家。在这种新模式中,对用户体验质量产生重大影响的最重要因素之一是视频质量。为了满足CG固有的高带宽要求,应压缩游戏视频。这种压缩可能会对用户的体验质量(QoE)产生负面影响,而评估这种对用户满意度的影响是一项艰巨的任务。多年来,许多研究工作已经研究了视频的主观和主观质量,但是没有一个直接适合在CG环境下评估感知视频质量。其他方法(例如在这种情况下可能起作用的眼动跟踪加权峰值信噪比(EWPSNR))需要并非总是可用的眼动跟踪设备。在本文中,我们提出了一种新的加权PSNR客观质量方法,该方法不需要任何眼动仪或游戏设计师提供的信息(例如游戏中物体的重要性)来衡量游戏视频质量。我们基于3个实际游戏的评估表明,与PSNR和SSIM度量相比,我们提出的方法与平均观点得分(MOS)的相关性分别高51%和11%。

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