游戏研究中互动与被动质量评估的比较

Steven Schmidt, S. Möller, Saman Zadtootaghaj
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引用次数: 7

摘要

评估游戏服务体验质量(QoE)的主观测试对于服务提供商确保其客户满意度是必要的。因为游戏是一种互动活动,所以互动测试通常是用来衡量玩家体验的方方面面。然而,进行这种测试既昂贵又耗时。此外,结果可能受到参与者的行为和能力的影响。因此,这种互动式测试能否部分地被被动的视听测试所取代,是人们非常感兴趣的问题。在本文中,我们提出了一个比较的互动游戏测试与被动测试使用两种不同的持续时间。为了研究测试范式之间的差异,我们评估了不同帧率和比特率下的整体质量、视频质量和游戏的反应性以及其他玩家体验方面。结果表明,一旦满足了某些要求,被动测试确实提供了一种有价值的质量评估方法。但是,如果呈现的视频材料的持续时间太短,则被动测试高估了游戏和视频质量。此外,我们表明播放器性能对视频质量评级没有影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Comparison of Interactive and Passive Quality Assessment for Gaming Research
Subjective tests to assess the Quality of Experience (QoE) of gaming services are necessary to enable service providers to ensure the satisfaction of their customers. Since gaming is an interactive activity, interactive tests are typically conducted to measure the full spectrum of the player experience. However, carrying out such tests is expensive and time-consuming. Furthermore, the results can be influenced by the behavior and abilities of participants. For this reason, it is of high interest whether such interactive tests can be partially replaced with passive viewing-and-listening tests. In this paper, we present a comparison of an interactive gaming test with passive tests using two different durations. To investigate the differences between the test paradigms, we assessed the overall quality, the video quality and the reactiveness of the game as well as other player experience aspect for different frame rates and bit rates. Results show that once certain requirements are fulfilled, passive tests offer indeed a valuable quality assessment method. However, if the duration of the presented video material is too short, the passive test overestimated the gaming and video quality. Furthermore, we show that the player performance has no impact on the video quality ratings.
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