TY - CONF
T1 - A comparative quality assessment study for gaming and non-gaming videos
AU - Barman, Nabajeet
AU - Zadtootaghaj, Saman
AU - Martini, Maria
AU - M├Âller, Sebastian
AU - Lee, Sanghoon
N1 - Note: Published in: 2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX). Piscataway, NJ : IEEE. ISSN 2472-7814 ISBN 9781538626061.
Organising Body: The Institute of Electrical and Electronics Engineers Signal Processing Society
PY - 2018/5
Y1 - 2018/5
N2 - Recent years have seen a tremendous increase in video traffic with the rise of Over The Top (OTT) services. Along with traditional Video on demand (VoD) streaming services (e.g., Netflix, YouTube), live video services (e.g., Twitch. tv, YouTubeGaming, Facebook Live) have also resulted in a tremendous share of Internet traffic. Among the live streaming services, gaming video streaming has a major share, with Twitch.tv alone currently responsible for the fourth highest peak Internet traffic in the US. As a consequence of this, and due to the fact that gaming videos are artificial and synthetic, it is worth investigating the specificity of gaming videos in relation to compression and the consequent end user QoE. In this paper, we present an objective and subjective quality comparison study for regular videos and gaming videos, with 30 video sequences (15 per type), encoded using the state of the art encoder HEVC. We discuss the similarity and dissimilarity between the two video types and also discuss how these observations can be used to improve the end user QoE.
AB - Recent years have seen a tremendous increase in video traffic with the rise of Over The Top (OTT) services. Along with traditional Video on demand (VoD) streaming services (e.g., Netflix, YouTube), live video services (e.g., Twitch. tv, YouTubeGaming, Facebook Live) have also resulted in a tremendous share of Internet traffic. Among the live streaming services, gaming video streaming has a major share, with Twitch.tv alone currently responsible for the fourth highest peak Internet traffic in the US. As a consequence of this, and due to the fact that gaming videos are artificial and synthetic, it is worth investigating the specificity of gaming videos in relation to compression and the consequent end user QoE. In this paper, we present an objective and subjective quality comparison study for regular videos and gaming videos, with 30 video sequences (15 per type), encoded using the state of the art encoder HEVC. We discuss the similarity and dissimilarity between the two video types and also discuss how these observations can be used to improve the end user QoE.
KW - Computer science and informatics
U2 - 10.1109/QoMEX.2018.8463403
DO - 10.1109/QoMEX.2018.8463403
M3 - Paper
T2 - 2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)
Y2 - 29 May 2018 through 1 June 2018
ER -