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Assessing Interactive Gaming Quality of Experience using a Crowdsourcing Approach

机译:使用众包方法评估交互式游戏体验的质量

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Traditionally, the Quality of Experience (QoE) is assessed in a controlled laboratory environment where participants give their opinion about the perceived quality of a stimulus on a standardized rating scale. Recently, the usage of crowdsourcing micro-task platforms for assessing the media quality is increasing. The crowdsourcing platforms provide access to a pool of geographically distributed, and demographically diverse group of workers who participate in the experiment in their own working environment and using their own hardware. The main challenge in crowdsourcing QoE tests is to control the effect of interfering influencing factors such as a user's environment and device on the subjective ratings. While in the past, the crowdsourcing approach was frequently used for speech and video quality assessment, research on a quality assessment for gaming services is rare. In this paper, we present a method to measure gaming QoE under typically considered system influence factors including delay, packet loss, and framerates as well as different game designs. The factors are artificially manipulated due to controlled changes in the implementation of games. The results of a total of five studies using a developed evaluation method based on a combination of the ITU-T Rec. P.809 on subjective evaluation methods for gaming quality and the ITU-T Rec. P.808 on subjective evaluation of speech quality with a crowdsourcing approach will be discussed. To evaluate the reliability and validity of results collected using this method, we finally compare subjective ratings regarding the effect of network delay on gaming QoE gathered from interactive crowdsourcing tests with those from equivalent laboratory experiments.
机译:传统上,体验质量(QoE)是在受控实验室环境中进行评估的,参与者在标准化评估等级上对刺激的感知质量发表意见。最近,用于评估媒体质量的众包微任务平台的使用正在增加。众包平台提供对一组地理位置分散,人口统计学上不同的工人的访问权限,这些工人在自己的工作环境中使用自己的硬件参与实验。进行QoE众包测试的主要挑战是控制干扰影响因素(如用户的环境和设备)对主观评分的影响。过去,众包方法经常用于语音和视频质量评估,而对游戏服务质量评估的研究很少。在本文中,我们提出了一种在通常考虑的系统影响因素(包括延迟,数据包丢失和帧速率以及不同的游戏设计)下测量游戏QoE的方法。由于游戏实施过程中的受控变化,这些因素是人为操纵的。基于ITU-T Rec.2的组合,使用发达的评估方法进行的总共五项研究的结果。有关游戏质量的主观评估方法的P.809和ITU-T Rec。将讨论使用众包方法对语音质量进行主观评估的P.808。为了评估使用此方法收集的结果的可靠性和有效性,我们最终将关于网络延迟对从交互式众包测试​​中收集到的游戏QoE的影响的主观评分与等效实验室实验中的结果进行比较。

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