LEADER 04114nam 22006855 450 001 9910627252803321 005 20230810175335.0 010 $a9783031060113$b(electronic bk.) 010 $z9783031060106 024 7 $a10.1007/978-3-031-06011-3 035 $a(MiAaPQ)EBC7081871 035 $a(Au-PeEL)EBL7081871 035 $a(OCoLC)1344160218 035 $a(CKB)24815143500041 035 $a(DE-He213)978-3-031-06011-3 035 $a(PPN)264955676 035 $a(EXLCZ)9924815143500041 100 $a20220907d2023 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aAssessing the Quality of Experience of Cloud Gaming Services /$fby Steven Schmidt 205 $a1st ed. 2023. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2023. 215 $a1 online resource (230 pages) 225 1 $aT-Labs Series in Telecommunication Services,$x2192-2829 311 08$aPrint version: Schmidt, Steven Assessing the Quality of Experience of Cloud Gaming Services Cham : Springer International Publishing AG,c2022 9783031060106 320 $aIncludes bibliographical references and index. 327 $aIntroduction -- 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. 330 $aThis book provides an overview of concepts and challenges in interaction quality in the domain of cloud gaming services. The author presents a unified evaluation approach by combining quantitative subjective assessment methods in a concise way. The author discusses a measurement tool, Gaming Input Quality Scale (GIPS), that assesses the interaction quality of such a service available. Furthermore, the author discusses a new framework to assess gaming Quality of Experience (QoE) using a crowdsourcing approach. Lastly, based on a large dataset including dominant network and encoding conditions, the evaluation method is investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical findings, and models presented in this book should be of particular interest to researchers working in the fields of quality and usability engineering, as well as service providers and network operators. Presents an empirical validation of a taxonomy of quality aspects of cloud gaming services as well as applied assessment methods; Includes a new framework to conduct quality assessment studies in home environments; Describes a psychometrically validated, and reliable instrument to measure the interaction quality. 410 0$aT-Labs Series in Telecommunication Services,$x2192-2829 606 $aTelecommunication 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aComputer games$xProgramming 606 $aComputational intelligence 606 $aCommunications Engineering, Networks 606 $aUser Interfaces and Human Computer Interaction 606 $aGame Development 606 $aComputational Intelligence 615 0$aTelecommunication. 615 0$aUser interfaces (Computer systems). 615 0$aHuman-computer interaction. 615 0$aComputer games$xProgramming. 615 0$aComputational intelligence. 615 14$aCommunications Engineering, Networks. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aGame Development. 615 24$aComputational Intelligence. 676 $a658.562 676 $a658.562 700 $aSchmidt$b Steven$01267158 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 912 $a9910627252803321 996 $aAssessing the Quality of Experience of Cloud Gaming Services$92979447 997 $aUNINA