32 research outputs found

    An objective and subjective quality assessment for passive gaming video streaming

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    Gaming video streaming has become increasingly popular in recent times. Along with the rise and popularity of cloud gaming services and e-sports, passive gaming video streaming services such as Twitch.tv, YouTubeGaming, etc. where viewers watch the gameplay of other gamers, have seen increasing acceptance. Twitch.tv alone has over 2.2 million monthly streamers and 15 million daily active users with almost a million average concurrent users, making Twitch.tv the 4th biggest internet traffic generator, just after Netflix, YouTube and Apple. Despite the increasing importance and popularity of such live gaming video streaming services, they have until recently not caught the attention of the quality assessment research community. For the continued success of such services, it is imperative to maintain and satisfy the end user Quality of Experience (QoE), which can be measured using various Video Quality Assessment (VQA) methods. Gaming videos are synthetic and artificial in nature and have different streaming requirements as compared to traditional non-gaming content. While there exist a lot of subjective and objective studies in the field of quality assessment of Video-on-demand (VOD) streaming services, such as Netflix and YouTube, along with the design of many VQA metrics, no work has been done previously towards quality assessment of live passive gaming video streaming applications. The research work in this thesis tries to address this gap by using various subjective and objective quality assessment studies. A codec comparison using the three most popular and widely used compression standards is performed to determine their compression efficiency. Furthermore, a subjective and objective comparative study is carried out to find out the difference between gaming and non-gaming videos in terms of the trade-off between quality and data-rate after compression. This is followed by the creation of an open source gaming video dataset, which is then used for a performance evaluation study of the eight most popular VQA metrics. Different temporal pooling strategies and content based classification approaches are evaluated to assess their effect on the VQA metrics. Finally, due to the low performance of existing No-Reference (NR) VQA metrics on gaming video content, two machine learning based NR models are designed using NR features and existing NR metrics, which are shown to outperform existing NR metrics while performing on par with state-of-the-art Full-Reference (FR) VQA metrics

    Blockchain for video streaming : opportunities, challenges and open issues

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    Blockchain, Quality of Experience (QoE), and Video Streaming have all received much attention from both academia and industry so far, although they have not been jointly addressed for prospective applications yet. While the industry has already adopted blockchain-based video streaming platforms, other stakeholders, e.g., academia, government, regulators, and service providers, could contribute more to develop protocols, technologies, and standards to help grow this niche technology and support its implementation in media streaming applications. This paper reviews the current technologies, industrial advancements, and critically identifies the current research activities and future research opportunities

    Estimation of quality scores from subjective tests : beyond subjects' MOS

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    Subjective tests for the assessment of the quality of experience (QoE) are typically run with a pool of subjects providing their opinion score using a 5-level scale. The subjects? Mean Opinion Score (MOS) is generally assumed as the best estimation of the average score in the target population. Indeed, for a large enough sample we can assume that the mean of the variations across the subjects approaches zero, but this is not the case for the limited number of subjects typically considered in subjective tests. In this paper we propose a model for the estimation of the population average QoE. We apply such model to a dataset composed of the individual scores assigned by 25 subjects to a set of gaming videos evaluated under different resolutions and compression rates. The model recognizes the ordinal multinomial nature of the data and allows for correlation between scores of the same subject on different data. The resulting estimated average QoE is shown to follow more credible patterns than the MOS, in particular with respect to improved compression rates, for which model estimates present a more coherent behaviour. In order to favour reproducibility and application for different datasets, the software that implements the model is also made publicly available

    An evaluation of the next-generation image coding standard AVIF

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    This paper presents a comparative performance evaluation of the newly proposed AV1 Image File Format (AVIF) vs. other state-of-the art image codecs, for natural, synthetic and gaming images. The codecs are compared in terms of Rate-quality curves and BD-Rate savings considering different quality metrics. AVIF results in the best overall performance

    User generated HDR gaming video streaming : dataset, codec comparison and challenges

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    Gaming video streaming services have grown tremendously in the past few years, with higher resolutions, higher frame rates and HDR gaming videos getting increasingly adopted among the gaming community. Since gaming content as such is different from non-gaming content, it is imperative to evaluate the performance of the existing encoders to help understand the bandwidth requirements of such services, as well as further improve the compression efficiency of such encoders. Towards this end, we present in this paper GamingHDRVideoSET, a dataset consisting of eighteen 10-bit UHD-HDR gaming videos and encoded video sequences using four different codecs, together with their objective evaluation results. The dataset is available online at [to be added after paper acceptance]. Additionally, the paper discusses the codec compression efficiency of most widely used practical encoders, i.e., x264 (H.264/AVC), x265 (H.265/HEVC) and libvpx (VP9), as well the recently proposed encoder libaom (AV1), on 10-bit, UHD-HDR content gaming content. Our results show that the latest compression standard AV1 results in the best compression efficiency, followed by HEVC, H.264, and VP9.Comment: 14 pages, 8 figures, submitted to IEEE journa

    Datasheet for subjective and objective quality assessment datasets

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    Over the years, many subjective and objective quality assessment datasets have been created and made available to the research community. However, there is no standard process for documenting the various aspects of the dataset, such as details about the source sequences, number of test subjects, test methodology, encoding settings, etc. Such information is often of great importance to the users of the dataset as it can help them get a quick understanding of the motivation and scope of the dataset. Without such a template, it is left to each reader to collate the information from the relevant publication or website, which is a tedious and time-consuming process. In some cases, the absence of a template to guide the documentation process can result in an unintentional omission of some important information. This paper addresses this simple but significant gap by proposing a datasheet template for documenting various aspects of sub-jective and objective quality assessment datasets for multimedia data. The contributions presented in this work aim to simplify the documentation process for existing and new datasets and improve their reproducibility. The proposed datasheet template is available on GitHub1, along with a few sample datasheets of a few open-source audiovisual subjective and objective datasets

    QoE modeling for HTTP adaptive video streaming : a survey and open challenges

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    No-reference video quality estimation based on machine learning for passive gaming video streaming applications

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    Recent years have seen increasing growth and popularity of gaming services, both interactive and passive. While interactive gaming video streaming applications have received much attention, passive gaming video streaming, in-spite of its huge success and growth in recent years, has seen much less interest from the research community. For the continued growth of such services in the future, it is imperative that the end user gaming quality of experience (QoE) is estimated so that it can be controlled and maximized to ensure user acceptance. Previous quality assessment studies have shown not so satisfactory performance of existing No-reference (NR) video quality assessment (VQA) metrics. Also, due to the inherent nature and different requirements of gaming video streaming applications, as well as the fact that gaming videos are perceived differently from non-gaming content (as they are usually computer generated and contain artificial/synthetic content), there is a need for application specific light-weight, no-reference gaming video quality prediction models. In this paper, we present two NR machine learning based quality estimation models for gaming video streaming, NR-GVSQI and NR-GVSQE, using NR features such as bitrate, resolution, blockiness, etc. We evaluate their performance on different gaming video datasets and show that the proposed models outperform the current state-of-the-art no-reference metrics, while also reaching a prediction accuracy comparable to the best known full reference metric
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