Steven Schmidt

Orcid: 0000-0001-6620-1997

Affiliations:
  • TU Berlin, Quality and Usability Lab, Germany


According to our database1, Steven Schmidt authored at least 35 papers between 2013 and 2023.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2023
Assessing the Quality of Experience of Cloud Gaming Services
Springer, ISBN: 978-3-031-06010-6, 2023

2022
NDNetGaming - development of a no-reference deep CNN for gaming video quality prediction.
Multim. Tools Appl., 2022

Codec Compression Efficiency Evaluation of MPEG-5 part 2 (LCEVC) using Objective and Subjective Quality Assessment.
CoRR, 2022

Deep-BVQM: A Deep-learning Bitstream-based Video Quality Model.
Proceedings of the MM '22: The 30th ACM International Conference on Multimedia, Lisboa, Portugal, October 10, 2022

Evaluation of MPEG-5 part 2 (LCEVC) for live gaming video streaming applications.
Proceedings of the MHV '22: Mile-High Video Conference, Denver, Colorado, USA, March 1, 2022

2021
Towards the Influence of Audio Quality on Gaming Quality of Experience.
Proceedings of the 13th International Conference on Quality of Multimedia Experience, 2021

Modeling and Understanding the Quality of Experience of Online Mobile Gaming Services.
Proceedings of the 13th International Conference on Quality of Multimedia Experience, 2021

2020
An objective and subjective quality assessment study of passive gaming video streaming.
Int. J. Netw. Manag., 2020

QUALINET White Paper on Definitions of Immersive Media Experience (IMEx).
CoRR, 2020

Towards Deep Learning Methods for Quality Assessment of Computer-Generated Imagery.
CoRR, 2020

Towards the Impact of Gamers Strategy and User Inputs on the Delay Sensitivity of Cloud Games.
Proceedings of the Twelfth International Conference on Quality of Multimedia Experience, 2020

Quality Enhancement of Gaming Content using Generative Adversarial Networks.
Proceedings of the Twelfth International Conference on Quality of Multimedia Experience, 2020

Investigating the Relationship of Mental Immersion and Physiological Measures during Cloud Gaming.
Proceedings of the Twelfth International Conference on Quality of Multimedia Experience, 2020

Assessing Interactive Gaming Quality of Experience using a Crowdsourcing Approach.
Proceedings of the Twelfth International Conference on Quality of Multimedia Experience, 2020

Quality estimation models for gaming video streaming services using perceptual video quality dimensions.
Proceedings of the 11th ACM Multimedia Systems Conference, 2020

A latency compensation technique based on game characteristics to mitigate the influence of delay on cloud gaming quality of experience.
Proceedings of the 11th ACM Multimedia Systems Conference, 2020

Delay sensitivity classification of cloud gaming content.
Proceedings of the 12th ACM International Workshop on Immersive Mixed and Virtual Environment Systems, 2020

2019
Questionnaires embedded in virtual environments: reliability and positioning of rating scales in virtual environments.
Qual. User Exp., 2019

Towards the Impact of Gamers' Adaptation to Delay Variation on Gaming Quality of Experience.
Proceedings of the 11th International Conference on Quality of Multimedia Experience QoMEX 2019, 2019

Influence of Network Delay in Virtual Reality Multiplayer Exergames: Who is actually delayed?
Proceedings of the 11th International Conference on Quality of Multimedia Experience QoMEX 2019, 2019

2018
Modeling Gaming QoE: Towards the Impact of Frame Rate and Bit Rate on Cloud Gaming.
Proceedings of the Tenth International Conference on Quality of Multimedia Experience, 2018

Know your Game: A Bottom-Up Approach for Gaming Research.
Proceedings of the Tenth International Conference on Quality of Multimedia Experience, 2018

New ITU-T Standards for Gaming QoE Evaluation and Management.
Proceedings of the Tenth International Conference on Quality of Multimedia Experience, 2018

Influence of Virtual Environments and Conversations on User Engagement During Multiplayer Exergames.
Proceedings of the Tenth International Conference on Quality of Multimedia Experience, 2018

A Comparison of Interactive and Passive Quality Assessment for Gaming Research.
Proceedings of the Tenth International Conference on Quality of Multimedia Experience, 2018

Impact of Virtual Environments on Motivation and Engagement During Exergames.
Proceedings of the Tenth International Conference on Quality of Multimedia Experience, 2018

A Classification of Video Games based on Game Characteristics linked to Video Coding Complexity.
Proceedings of the 16th Annual Workshop on Network and Systems Support for Games, 2018

GamingVideoSET: A Dataset for Gaming Video Streaming Applications.
Proceedings of the 16th Annual Workshop on Network and Systems Support for Games, 2018

An Evaluation of Video Quality Assessment Metrics for Passive Gaming Video Streaming.
Proceedings of the 23rd Packet Video Workshop, 2018

NR-GVQM: A No Reference Gaming Video Quality Metric.
Proceedings of the 2018 IEEE International Symposium on Multimedia, 2018

Towards Applying Game Adaptation to Decrease the Impact of Delay on Quality of Experience.
Proceedings of the 2018 IEEE International Symposium on Multimedia, 2018

2017
Towards the delay sensitivity of games: There is more than genres.
Proceedings of the Ninth International Conference on Quality of Multimedia Experience, 2017

Towards the need satisfaction in gaming: A comparison of different gaming platforms.
Proceedings of the Ninth International Conference on Quality of Multimedia Experience, 2017

Towards improving visual attention models using influencing factors in a video gaming context.
Proceedings of the 15th Annual Workshop on Network and Systems Support for Games, 2017

2013
Gaming taxonomy: An overview of concepts and evaluation methods for computer gaming QoE.
Proceedings of the Fourth International Workshop on Quality of Multimedia Experience, 2013


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