Subjective and Objective Analysis of Streamed Gaming Videos

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Xiangxu Yu;Zhenqiang Ying;Neil Birkbeck;Yilin Wang;Balu Adsumilli;Alan C. Bovik
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Abstract

The rising popularity of online user-generated-content (UGC) in the form of streamed and shared videos has hastened the development of perceptual video quality assessment (VQA) models, which can be used to help optimize their delivery. Gaming videos, which are a relatively new type of UGC videos, are created when skilled and casual gamers post videos of their gameplay. These kinds of screenshots of UGC gameplay videos have become extremely popular on major streaming platforms, such as YouTube and Twitch. Synthetically generated gaming content presents challenges to existing VQA algorithms, including those based on natural scene/video statistics models. Synthetically generated gaming content presents different statistical behavior than naturalistic videos. A number of studies have been directed toward understanding the perceptual characteristics of professionally generated gaming videos arising in gaming video streaming, online gaming, and cloud gaming. However, little work has been done on understanding the quality of UGC gaming videos, and how it can be characterized and predicted. Toward boosting the progress of gaming video VQA model development, we conducted a comprehensive study of subjective and objective VQA models on UGC gaming videos. To do this, we created a novel UGC gaming video resource, called the LIVE-YouTube Gaming video quality (LIVE-YT-Gaming) database, comprised of 600 real UGC gaming videos. We conducted a subjective human study on this data, yielding 18 600 human quality ratings recorded by 61 human subjects. We also evaluated a number of state-of-the-art VQA models on the new database, including a new one, called GAME-VQP, based on both natural video statistics and CNN-learned features. To help support work in this field, we are making the new LIVE-YT-Gaming Database, along with code for GAME-VQP, publicly available through the link: https://live.ece.utexas.edu/research/LIVE-YT-Gaming/index.html .
流媒体游戏视频的主观和客观分析
流媒体和共享视频形式的在线用户生成内容(UGC)日益流行,这加速了感知视频质量评估(VQA)模型的发展,该模型可用于帮助优化视频的传输。游戏视频是一种相对较新的 UGC 视频类型,是由熟练和休闲游戏玩家发布的游戏视频。这类 UGC 游戏视频截图在 YouTube 和 Twitch 等主要流媒体平台上非常流行。合成生成的游戏内容给现有的 VQA 算法(包括基于自然场景/视频统计模型的算法)带来了挑战。合成生成的游戏内容呈现出与自然视频不同的统计行为。许多研究都旨在了解游戏视频流、在线游戏和云游戏中出现的专业生成游戏视频的感知特征。然而,在了解 UGC 游戏视频的质量,以及如何对其进行表征和预测方面,却鲜有研究。为了推动游戏视频 VQA 模型的发展,我们对 UGC 游戏视频的主观和客观 VQA 模型进行了全面研究。为此,我们创建了一个新颖的 UGC 游戏视频资源,名为 LIVE-YouTube 游戏视频质量(LIVE-YT-Gaming)数据库,由 600 个真实的 UGC 游戏视频组成。我们对这些数据进行了主观人类研究,得出了由 61 名人类受试者记录的 18600 个人类质量评分。我们还在新数据库上评估了许多最先进的 VQA 模型,包括一个基于自然视频统计和 CNN 学习特征的新模型,名为 GAME-VQP。为了帮助支持这一领域的工作,我们公开了新的 LIVE-YT-Gaming 数据库以及 GAME-VQP 的代码,链接为:https://live.ece.utexas.edu/research/LIVE-YT-Gaming/index.html。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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