Proceedings of the 23rd Packet Video Workshop 2018
DOI: 10.1145/3210424.3210434
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An Evaluation of Video Quality Assessment Metrics for Passive Gaming Video Streaming

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Cited by 56 publications
(43 citation statements)
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“…Emerging Multimedia Applications [31], [287]- [289], [321], [292], [293], [336], [332], [333], [335], [341] Mechanisms for ensuring the QoE for VR/AR, Mulsemedia, Video gaming and light field display. The current QoE models for delivery of adaptive video streams have three limitations: (1) they are developed to capture the behavior of the "average" user, and hence some of them are not personalized, (2) they do not consider the context in which the streaming session takes place, and (3) only the QoE model of the users is inserted into the control loop, but not the user herself [31].…”
Section: B Ott-isp Collaborative Service Management In Softwarized Nmentioning
confidence: 99%
“…Emerging Multimedia Applications [31], [287]- [289], [321], [292], [293], [336], [332], [333], [335], [341] Mechanisms for ensuring the QoE for VR/AR, Mulsemedia, Video gaming and light field display. The current QoE models for delivery of adaptive video streams have three limitations: (1) they are developed to capture the behavior of the "average" user, and hence some of them are not personalized, (2) they do not consider the context in which the streaming session takes place, and (3) only the QoE model of the users is inserted into the control loop, but not the user herself [31].…”
Section: B Ott-isp Collaborative Service Management In Softwarized Nmentioning
confidence: 99%
“…To retrain the VGG19 network for image quality prediction task, we use the frame-level VMAF values as our ground truth. The choice of VMAF is influenced by the fact that our earlier work has shown it to have a high correlation with subjective ratings for both gaming as well as non-gaming content [11]. Since the VGG19 network is initially designed for a classification task, the fully connected layer with multiple output neurons at the end of the network was removed in order to allow the model to get trained for the regression task.…”
Section: A Loss Functionsmentioning
confidence: 99%
“…Recent studies in [9], [10], and [11] have shown that gaming content due to its synthetic and artificial nature, is different from non-gaming content and it is imperative that models and techniques developed for non-gaming content needs to be adapted for gaming content for increased performance efficiency. A game is created by a pool of pre-designed objects that are repeated several times in different game scenarios.…”
Section: Introductionmentioning
confidence: 99%
“…Towards this end, this paper presents a subjective and objective evaluation of gaming videos considering a passive streaming scenario which is an extension of our previous works 4,5 . In Section 2 we present a dataset and the evaluation methodology.…”
Section: Introductionmentioning
confidence: 98%