1.

Record Nr.

UNINA9910627252803321

Autore

Schmidt Steven

Titolo

Assessing the Quality of Experience of Cloud Gaming Services / / by Steven Schmidt

Pubbl/distr/stampa

Cham : , : Springer International Publishing : , : Imprint : Springer, , 2023

ISBN

9783031060113

9783031060106

Edizione

[1st ed. 2023.]

Descrizione fisica

1 online resource (230 pages)

Collana

T-Labs Series in Telecommunication Services, , 2192-2829

Disciplina

658.562

Soggetti

Telecommunication

User interfaces (Computer systems)

Human-computer interaction

Computer games - Programming

Computational intelligence

Communications Engineering, Networks

User Interfaces and Human Computer Interaction

Game Development

Computational Intelligence

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Nota di bibliografia

Includes bibliographical references and index.

Nota di contenuto

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.

Sommario/riassunto

This 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.