Buch, Englisch, 221 Seiten, Format (B × H): 160 mm x 241 mm, Gewicht: 530 g
Buch, Englisch, 221 Seiten, Format (B × H): 160 mm x 241 mm, Gewicht: 530 g
Reihe: T-Labs Series in Telecommunication Services
ISBN: 978-3-031-06010-6
Verlag: Springer International Publishing
This book provides an overview of concepts and challenges in intis investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical eraction 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.
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Spiele-Programmierung, Rendering, Animation
- Mathematik | Informatik EDV | Informatik Informatik Künstliche Intelligenz
- Technische Wissenschaften Elektronik | Nachrichtentechnik Nachrichten- und Kommunikationstechnik
- Mathematik | Informatik EDV | Informatik Informatik Mensch-Maschine-Interaktion
Weitere Infos & Material
Introduction.- 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.