Steven Schmidt
Technical University of Berlin
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Publication
Featured researches published by Steven Schmidt.
quality of multimedia experience | 2017
Steven Schmidt; Saman Zadtootaghaj; Sebastian Möller
Cloud gaming promises many advantages from the user and game developer perspective. But besides its benefits, cloud gaming suffers from two bottlenecks: bandwidth and latency. Although, many researchers have identified delay as an important factor on the QoE in gaming, the cause of varying tolerances towards delay in different games is not yet well understood. In this paper, we want to show that delay sensitivity should not be generalized for an entire game or genre. Instead, a specific scenario with its underlying characteristics should be considered, since differences within the same game can be higher than differences to another game. To investigate the delay sensitivity of games, we assessed quality features such as control, difficulty, delay perception, annoyance, and fairness for highly similar scenarios only differing in their pace or perspective. Results show that changing the pace within the same game can lead to stronger differences in respect to the delay sensitivity than using another game type. Furthermore, we explain how quality features might be used in the judgement process of a player and define a set of input action metrics for a future delay sensitivity based classification of games.
Proceedings of the 23rd Packet Video Workshop on | 2018
Nabajeet Barman; Steven Schmidt; Saman Zadtootaghaj; Maria G. Martini; Sebastian Möller
Video Quality assessment is imperative to estimate and hence manage the Quality of Experience (QoE) in video streaming applications to the end-user. Recent years have seen a tremendous advancement in the field of objective video quality assessment (VQA) metrics, with the development of models that can predict the quality of the videos streamed over the Internet. However, no work so far has attempted to study the performance of such quality assessment metrics on gaming videos, which are artificial and synthetic and have different streaming requirements than traditionally streamed videos. Towards this end, we present in this paper a study of the performance of objective quality assessment metrics for gaming videos considering passive streaming applications. Objective quality assessment considering eight widely used VQA metrics is performed on a dataset of 24 reference videos and 576 compressed sequences obtained by encoding them at 24 different resolution-bitrate pairs. We present an evaluation of the performance behavior of the VQA metrics. Our results indicate that VMAF predicts subjective video quality ratings the best, while NIQE turns out to be a promising alternative as a no-reference metric in some scenarios.
quality of multimedia experience | 2017
Anne-Flore Nicole Marie Perrin; Touradj Ebrahimi; Saman Zadtootaghaj; Steven Schmidt; Sebastian Mcoller
Recent advances in Virtual Reality (VR) technologies have resulted in a wider availability of Head Mounted Displays (HMDs). However, it is still unclear if VR gaming offers a substantial added value to players. For this reason a comparison of gaming experiences on VR HMD to those on mobile and PC, two other popular gaming platforms, is performed by conducting a user study via two games available on all three platforms. We explore the QoE of gaming by investigating momentous dimensions using the Player Experience of Need Satisfaction (PENS) questionnaire. The results show higher Presence and Autonomy obtained by using HMD when compared to the two other platforms. However, these factors alone did not improve the Overall Quality. To take advantage of the new technology, satisfaction of all psychological needs, especially Competency, must be assured.
network and system support for games | 2017
Saman Zadtootaghaj; Steven Schmidt; Hamed Ahmadi; Sebastian Möller
Visual attention models (VAMs) have proved useful in various multimedia applications such as video encoding, interface design, and user behavior prediction. However, existing VAMs are not generalizable enough to be utilized in all multimedia applications implying that in each application there exist some unique factors which drive the user attention. Application agnostic VAMs rely on video and image low level features such as motion, intensity, and orientation while for an interactive application such as gaming, other factors also affect the results. There have been few attempts to identify and measure these factors to date. In this paper, we investigate a variety of the influencing factors in three different categories: user, system, and context.
quality of multimedia experience | 2018
Steven Schmidt; Patrick Ehrenbrink; Benjamin Weiss; Jan-Niklas Voigt-Antons; Tanja Kojic; Andrew Johnston; Sebastian Möller
quality of multimedia experience | 2018
Tanja Kojic; Jan-Niklas Voigt-Antons; Steven Schmidt; Lukas Tetzlaff; Bruno Kortowski; Uliana Sirotina; Sebastian Möller
network and system support for games | 2018
Nabajeet Barman; Saman Zadtootaghaj; Steven Schmidt; Maria G. Martini; Sebastian Möller
quality of multimedia experience | 2018
Steven Schmidt; Sebastian Möller; Saman Zadtootaghaj
quality of multimedia experience | 2018
Sebastodes Moller; Steven Schmidt; Saman Zadtootaghaj
quality of multimedia experience | 2018
Saman Zadtootaghaj; Steven Schmidt; Sebastian Möller
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Dive into the Steven Schmidt's collaboration.
Anne-Flore Nicole Marie Perrin
École Polytechnique Fédérale de Lausanne
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