標(biāo)題: Titlebook: Assessing the Quality of Experience of Cloud Gaming Services; Steven Schmidt Book 2023 The Editor(s) (if applicable) and The Author(s), un [打印本頁] 作者: 小費(fèi) 時(shí)間: 2025-3-21 19:44
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作者: diathermy 時(shí)間: 2025-3-21 21:39 作者: 漸變 時(shí)間: 2025-3-22 01:06
https://doi.org/10.1007/978-3-031-06011-3Gaming Quality; Playability; Quality of Experience; Quality of Service; Cloud Gaming作者: 廣告 時(shí)間: 2025-3-22 06:45
978-3-031-06013-7The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl作者: CHURL 時(shí)間: 2025-3-22 09:34 作者: EPT 時(shí)間: 2025-3-22 15:30
Ingesting the Contemporary: Food and Angst,y and gain a general understanding of the quality judgment process. Next, the concept and challenges of cloud gaming services will be covered. This includes a technical view on the systems but also an overview of relevant influencing factors on gaming QoE. Finally, a cloud gaming taxonomy will be hi作者: Cryptic 時(shí)間: 2025-3-22 17:34 作者: Atmosphere 時(shí)間: 2025-3-22 23:34 作者: 熟練 時(shí)間: 2025-3-23 03:13
https://doi.org/10.1007/978-0-387-71358-8However, instead of using remote testing for passive video quality assessments, in this chapter, a new methodology using a crowdsourcing approach to assess gaming QoE during interactive tests will be presented. This allows collecting a large number of quality ratings for quality aspects beyond video作者: Audiometry 時(shí)間: 2025-3-23 08:16 作者: Insufficient 時(shí)間: 2025-3-23 11:05 作者: 與野獸博斗者 時(shí)間: 2025-3-23 16:00 作者: dominant 時(shí)間: 2025-3-23 20:29
Rachel Gorman,Catherine C. Adleyfor cloud gaming systems, the performed steps for the creation of an assessment method covering a broad spectrum of quality features of the cloud gaming taxonomy, studies about passive and interactive subjective tests in different test environments, i.e., in the laboratory, via remote testing, and v作者: 紡織品 時(shí)間: 2025-3-23 23:26
Assessing the Quality of Experience of Cloud Gaming Services978-3-031-06011-3Series ISSN 2192-2810 Series E-ISSN 2192-2829 作者: languor 時(shí)間: 2025-3-24 03:31
Quality Factors and Feature Space of Cloud Gaming Services,ghlighted, which forms the theoretical foundation of the presented research in this book. The taxonomy aims to provide an overview of important quality aspects and how they might relate to each other. The taxonomy covers game-related aspects such as input quality and video quality, but also player experience aspects such as immersion and flow.作者: 新鮮 時(shí)間: 2025-3-24 09:57
Book 2023ng 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 interac作者: APRON 時(shí)間: 2025-3-24 14:07 作者: 組裝 時(shí)間: 2025-3-24 18:15 作者: Corporeal 時(shí)間: 2025-3-24 20:43
David Blair,Takeshi Agatsuma,Wenlin Wangsment, and last the combination of exploratory and confirmatory factor analyses. As a result, a reliable and concise measurement tool was developed that assesses the underlying factors of the input quality, namely responsiveness, immediate feedback, and controllability.作者: muscle-fibers 時(shí)間: 2025-3-25 02:52
Rachel Gorman,Catherine C. Adleyions covered in the book will be answered. Afterward, the most valuable contributions of the presented research are summarized. The chapter will close with insights into the limitations of the research findings and provide some thoughts about possible future work.作者: Carcinogen 時(shí)間: 2025-3-25 05:16 作者: 把手 時(shí)間: 2025-3-25 10:35
Conclusion and Outlook,ions covered in the book will be answered. Afterward, the most valuable contributions of the presented research are summarized. The chapter will close with insights into the limitations of the research findings and provide some thoughts about possible future work.作者: 轉(zhuǎn)換 時(shí)間: 2025-3-25 15:40 作者: Foregery 時(shí)間: 2025-3-25 16:06
Assessing the Quality of Experience of Cloud Gaming Services作者: 假裝是你 時(shí)間: 2025-3-25 23:18 作者: 合唱隊(duì) 時(shí)間: 2025-3-26 01:17 作者: Adenocarcinoma 時(shí)間: 2025-3-26 04:44 作者: 單獨(dú) 時(shí)間: 2025-3-26 11:56 作者: Keratin 時(shí)間: 2025-3-26 15:34
https://doi.org/10.1007/978-0-387-71358-8he ITU-T Rec. G.1072. To derive this classification, subjective ratings resulting from the web-based games developed for the crowdsourcing framework presented in Chap. . as well as the various studies related to the development of the ITU-T gaming QoE prediction model G.1072 were used. Based on an e作者: pulse-pressure 時(shí)間: 2025-3-26 17:59 作者: Locale 時(shí)間: 2025-3-26 22:32 作者: ARC 時(shí)間: 2025-3-27 03:23 作者: plasma 時(shí)間: 2025-3-27 05:27
Passive Video Quality Assessment Using Lab and Remote Testing,onducted. These two studies allow to address three research topics that will be the focus of the remainder of this chapter. At first, it will be investigated whether video quality ratings obtained using the remote study design are comparable to those collected in the lab environment. Second, a compa作者: 解決 時(shí)間: 2025-3-27 11:27 作者: Entreaty 時(shí)間: 2025-3-27 14:04 作者: 搬運(yùn)工 時(shí)間: 2025-3-27 21:03 作者: 贊美者 時(shí)間: 2025-3-27 22:37
2192-2810 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.?.978-3-031-06013-7978-3-031-06011-3Series ISSN 2192-2810 Series E-ISSN 2192-2829 作者: cajole 時(shí)間: 2025-3-28 06:08 作者: 原始 時(shí)間: 2025-3-28 08:49 作者: 遺棄 時(shí)間: 2025-3-28 14:18
Methods for Assessing Gaming QoE,s, psycho-physiological assessments, and subjective assessments will be critically discussed. Next, an overview of the existing questionnaire-based assessment methods of Gaming QoE will be given, in which the reader learns about strengths and weaknesses of the available tools. Afterward, an empirica作者: 旋轉(zhuǎn)一周 時(shí)間: 2025-3-28 17:34 作者: conifer 時(shí)間: 2025-3-28 21:12
Interactive Assessment of Gaming QoE Using Crowdsourcing,However, instead of using remote testing for passive video quality assessments, in this chapter, a new methodology using a crowdsourcing approach to assess gaming QoE during interactive tests will be presented. This allows collecting a large number of quality ratings for quality aspects beyond video作者: 使出神 時(shí)間: 2025-3-29 01:13
Development of the Gaming Input Quality Scale (GIPS), to measure the input quality of a player interacting with a gaming system which could be negatively impacted not only by network degradations such as delay and packet loss but also by low framerates. To create the GIPS, the large dataset resulting from the crowdsourcing studies presented in Chap. .