Assessing Interactive Gaming Quality of Experience Using a Crowdsourcing Approach

被引:2
|
作者
Schmidt, Steven [1 ]
Naderi, Babak [1 ]
Sabet, Saeed Shafiee [1 ,3 ]
Zadtootaghaj, Saman [1 ]
Moeller, Sebastian [1 ,2 ]
机构
[1] Tech Univ Berlin, Qual & Usabil Lab, Berlin, Germany
[2] DFKI Projektburo Berlin, Berlin, Germany
[3] SimulaMet Oslo, Oslo, Norway
来源
2020 TWELFTH INTERNATIONAL CONFERENCE ON QUALITY OF MULTIMEDIA EXPERIENCE (QOMEX) | 2020年
关键词
crowdsourcing; gaming; QoE; evaluation;
D O I
10.1109/qomex48832.2020.9123122
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
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 ITUT 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.
引用
收藏
页数:6
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