一种新的感知编码云游戏视频的客观质量评估方法

S. Sabet, M. Hashemi, S. Shirmohammadi, M. Ghanbari
{"title":"一种新的感知编码云游戏视频的客观质量评估方法","authors":"S. Sabet, M. Hashemi, S. Shirmohammadi, M. Ghanbari","doi":"10.1109/MIPR.2018.00021","DOIUrl":null,"url":null,"abstract":"Cloud Gaming (CG) as a viable alternative to console gaming is gaining more acceptance and growing its market share in the gaming industry. In CG, the game events are processed in the cloud and the resulting scenes are streamed as a video sequence to players. In this new paradigm, one of the most important factors that has a significant impact on user quality of experience is video quality. To address the inherent high bandwidth requirement of CG, game videos should be compressed. This compression may have a negative impact on the user’s quality of experience (QoE) and the assessment of this impact on user satisfaction is a challenging task. Over the years, many research works have investigated the objective and subjective quality of video, but none are directly suitable for the assessment of perceptual video quality in the context of CG. Other methods, such as eye-tracking weighted peak signal-to-noise ratio (EWPSNR) that may work in this context, require an eye-tracking device that is not always available. In this paper, we propose a new weighted PSNR objective quality method that does not require any eye-tracker or information from the game designer (such as the importance of objects in the game) to measure game video quality. Our evaluation based on 3 actual games show that our proposed method has 51% and 11% better correlation with the Mean Opinion Score (MOS) compared to PSNR and SSIM measures, respectively.","PeriodicalId":320000,"journal":{"name":"2018 IEEE Conference on Multimedia Information Processing and Retrieval (MIPR)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-04-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"A Novel Objective Quality Assessment Method for Perceptually-Coded Cloud Gaming Video\",\"authors\":\"S. Sabet, M. Hashemi, S. Shirmohammadi, M. Ghanbari\",\"doi\":\"10.1109/MIPR.2018.00021\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Cloud Gaming (CG) as a viable alternative to console gaming is gaining more acceptance and growing its market share in the gaming industry. In CG, the game events are processed in the cloud and the resulting scenes are streamed as a video sequence to players. In this new paradigm, one of the most important factors that has a significant impact on user quality of experience is video quality. To address the inherent high bandwidth requirement of CG, game videos should be compressed. This compression may have a negative impact on the user’s quality of experience (QoE) and the assessment of this impact on user satisfaction is a challenging task. Over the years, many research works have investigated the objective and subjective quality of video, but none are directly suitable for the assessment of perceptual video quality in the context of CG. Other methods, such as eye-tracking weighted peak signal-to-noise ratio (EWPSNR) that may work in this context, require an eye-tracking device that is not always available. In this paper, we propose a new weighted PSNR objective quality method that does not require any eye-tracker or information from the game designer (such as the importance of objects in the game) to measure game video quality. Our evaluation based on 3 actual games show that our proposed method has 51% and 11% better correlation with the Mean Opinion Score (MOS) compared to PSNR and SSIM measures, respectively.\",\"PeriodicalId\":320000,\"journal\":{\"name\":\"2018 IEEE Conference on Multimedia Information Processing and Retrieval (MIPR)\",\"volume\":\"11 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-04-10\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2018 IEEE Conference on Multimedia Information Processing and Retrieval (MIPR)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/MIPR.2018.00021\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 IEEE Conference on Multimedia Information Processing and Retrieval (MIPR)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/MIPR.2018.00021","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5

摘要

云游戏(CG)作为主机游戏的可行替代方案,在游戏行业中获得了越来越多的认可,市场份额也在不断增长。在CG中,游戏事件在云中处理,生成的场景作为视频序列流式传输给玩家。在这个新范例中,对用户体验质量有重大影响的最重要因素之一是视频质量。为了解决CG固有的高带宽需求,游戏视频应该被压缩。这种压缩可能会对用户的体验质量(QoE)产生负面影响,评估这种影响对用户满意度的影响是一项具有挑战性的任务。多年来,许多研究工作对视频的客观和主观质量进行了研究,但没有一个直接适用于CG背景下感知视频质量的评估。其他方法,如眼动追踪加权峰值信噪比(EWPSNR),可能在这种情况下工作,需要一个眼动追踪设备,并不总是可用的。在本文中,我们提出了一种新的加权PSNR目标质量方法,该方法不需要任何眼动仪或来自游戏设计师的信息(如游戏中物体的重要性)来衡量游戏视频质量。我们基于3款实际游戏的评估结果表明,与PSNR和SSIM相比,我们提出的方法与平均意见得分(MOS)的相关性分别提高了51%和11%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Novel Objective Quality Assessment Method for Perceptually-Coded Cloud Gaming Video
Cloud Gaming (CG) as a viable alternative to console gaming is gaining more acceptance and growing its market share in the gaming industry. In CG, the game events are processed in the cloud and the resulting scenes are streamed as a video sequence to players. In this new paradigm, one of the most important factors that has a significant impact on user quality of experience is video quality. To address the inherent high bandwidth requirement of CG, game videos should be compressed. This compression may have a negative impact on the user’s quality of experience (QoE) and the assessment of this impact on user satisfaction is a challenging task. Over the years, many research works have investigated the objective and subjective quality of video, but none are directly suitable for the assessment of perceptual video quality in the context of CG. Other methods, such as eye-tracking weighted peak signal-to-noise ratio (EWPSNR) that may work in this context, require an eye-tracking device that is not always available. In this paper, we propose a new weighted PSNR objective quality method that does not require any eye-tracker or information from the game designer (such as the importance of objects in the game) to measure game video quality. Our evaluation based on 3 actual games show that our proposed method has 51% and 11% better correlation with the Mean Opinion Score (MOS) compared to PSNR and SSIM measures, respectively.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信