{"title":"基于ROV的多人在线竞技游戏视听质量评估模型研究","authors":"Therdpong Daengsi, Phisit Pornpongtechavanich, Pongpisit Wuttidittachotti","doi":"10.23919/ICACT48636.2020.9061343","DOIUrl":null,"url":null,"abstract":"This study proposes an audiovisual quality assessment model for a popular gaming scenario, called the Multiplayer Online Battle Arena (MOBA) gaming. The subjective data about voice quality during conversation of the game players, the video quality, the overall quality, and the weighted percentage of voice and video have been gathered from 40 participants who competed in a small competition event of the Garena ROV (Arena of Valor) in Thailand. Then, three quarters of data have been used to create the model, while the last quarter of data has been used for model evaluation. After creating the model, it has been evaluated using Mean Absolute Percentage Error (MAPE) with three audiovisual quality evaluation models that provide good performances. It has been found that the proposed audiovisual quality assessment model provides better performance than previous works with MAPE of 6.16 %, while other models provide MAPE of 7.67 - 8.54%. Therefore, this evidence supports that the proposed model could be applied for evaluation of audiovisual quality based on the MOBA gaming scenario.","PeriodicalId":296763,"journal":{"name":"2020 22nd International Conference on Advanced Communication Technology (ICACT)","volume":"142 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"A Proposed Audiovisual Quality Assessment Model Associated with Multiplayer Online Battle Arena Game: A Pilot Study with ROV\",\"authors\":\"Therdpong Daengsi, Phisit Pornpongtechavanich, Pongpisit Wuttidittachotti\",\"doi\":\"10.23919/ICACT48636.2020.9061343\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This study proposes an audiovisual quality assessment model for a popular gaming scenario, called the Multiplayer Online Battle Arena (MOBA) gaming. The subjective data about voice quality during conversation of the game players, the video quality, the overall quality, and the weighted percentage of voice and video have been gathered from 40 participants who competed in a small competition event of the Garena ROV (Arena of Valor) in Thailand. Then, three quarters of data have been used to create the model, while the last quarter of data has been used for model evaluation. After creating the model, it has been evaluated using Mean Absolute Percentage Error (MAPE) with three audiovisual quality evaluation models that provide good performances. It has been found that the proposed audiovisual quality assessment model provides better performance than previous works with MAPE of 6.16 %, while other models provide MAPE of 7.67 - 8.54%. Therefore, this evidence supports that the proposed model could be applied for evaluation of audiovisual quality based on the MOBA gaming scenario.\",\"PeriodicalId\":296763,\"journal\":{\"name\":\"2020 22nd International Conference on Advanced Communication Technology (ICACT)\",\"volume\":\"142 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-02-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2020 22nd International Conference on Advanced Communication Technology (ICACT)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.23919/ICACT48636.2020.9061343\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 22nd International Conference on Advanced Communication Technology (ICACT)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.23919/ICACT48636.2020.9061343","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
摘要
本研究提出了一个流行游戏场景的视听质量评估模型,称为多人在线竞技(MOBA)游戏。本文收集了在泰国参加Garena ROV (Arena of Valor)小型比赛的40名参与者的语音质量主观数据、视频质量主观数据、整体质量主观数据以及语音和视频加权百分比主观数据。然后,四分之三的数据被用于创建模型,最后四分之一的数据被用于模型评估。在创建模型后,使用平均绝对百分比误差(MAPE)和三种提供良好性能的视听质量评估模型对其进行了评估。研究发现,本文提出的音像质量评价模型的MAPE值为6.16%,优于已有的音像质量评价模型,其他模型的MAPE值为7.67 ~ 8.54%。因此,这一证据支持该模型可以应用于基于MOBA游戏场景的视听质量评价。
A Proposed Audiovisual Quality Assessment Model Associated with Multiplayer Online Battle Arena Game: A Pilot Study with ROV
This study proposes an audiovisual quality assessment model for a popular gaming scenario, called the Multiplayer Online Battle Arena (MOBA) gaming. The subjective data about voice quality during conversation of the game players, the video quality, the overall quality, and the weighted percentage of voice and video have been gathered from 40 participants who competed in a small competition event of the Garena ROV (Arena of Valor) in Thailand. Then, three quarters of data have been used to create the model, while the last quarter of data has been used for model evaluation. After creating the model, it has been evaluated using Mean Absolute Percentage Error (MAPE) with three audiovisual quality evaluation models that provide good performances. It has been found that the proposed audiovisual quality assessment model provides better performance than previous works with MAPE of 6.16 %, while other models provide MAPE of 7.67 - 8.54%. Therefore, this evidence supports that the proposed model could be applied for evaluation of audiovisual quality based on the MOBA gaming scenario.