Gaming taxonomy: An overview of concepts and evaluation methods for computer gaming QoE. - Sebastian Möller 001; Steven Schmidt 001; Justus Beyer (QoMEX, 2013)

Towards improving visual attention models using influencing factors in a video gaming context. - Saman Zadtootaghaj; Steven Schmidt 001; Hamed Ahmadi; Sebastian Möller 001 (NetGames, 2017)

Towards the need satisfaction in gaming: A comparison of different gaming platforms. - Anne-Flore Perrin; Touradj Ebrahimi; Saman Zadtootaghaj; Steven Schmidt 001; Sebastian Möller 001 (QoMEX, 2017)

Towards the delay sensitivity of games: There is more than genres. - Steven Schmidt 001; Saman Zadtootaghaj; Sebastian Möller 001 (QoMEX, 2017)

Towards Applying Game Adaptation to Decrease the Impact of Delay on Quality of Experience. - Saeed Shafiee Sabet; Steven Schmidt 001; Saman Zadtootaghaj; Carsten Griwodz; Sebastian Möller 001 (ISM, 2018)

NR-GVQM: A No Reference Gaming Video Quality Metric. - Saman Zadtootaghaj; Nabajeet Barman; Steven Schmidt 001; Maria G. Martini; Sebastian Möller 001 (ISM, 2018)

An Evaluation of Video Quality Assessment Metrics for Passive Gaming Video Streaming. - Nabajeet Barman; Steven Schmidt 001; Saman Zadtootaghaj; Maria G. Martini; Sebastian Möller 001 (PV@MMSys, 2018)

GamingVideoSET: A Dataset for Gaming Video Streaming Applications. - Nabajeet Barman; Saman Zadtootaghaj; Steven Schmidt 001; Maria G. Martini; Sebastian Möller 001 (NETGAMES, 2018)

A Classification of Video Games based on Game Characteristics linked to Video Coding Complexity. - Saman Zadtootaghaj; Steven Schmidt 001; Nabajeet Barman; Sebastian Möller 001; Maria G. Martini (NETGAMES, 2018)

Impact of Virtual Environments on Motivation and Engagement During Exergames. - Steven Schmidt 001; Patrick Ehrenbrink; Benjamin Weiss 001; Jan-Niklas Voigt-Antons; Tanja Kojic; Andrew Johnston; Sebastian Möller 001 (QoMEX, 2018)

A Comparison of Interactive and Passive Quality Assessment for Gaming Research. - Steven Schmidt 001; Sebastian Möller 001; Saman Zadtootaghaj (QoMEX, 2018)

Influence of Virtual Environments and Conversations on User Engagement During Multiplayer Exergames. - Tanja Kojic; Jan-Niklas Voigt-Antons; Steven Schmidt 001; Lukas Tetzlaff; Bruno Kortowski; Uliana Sirotina; Sebastian Möller 001 (QoMEX, 2018)

New ITU-T Standards for Gaming QoE Evaluation and Management. - Sebastian Möller 001; Steven Schmidt 001; Saman Zadtootaghaj (QoMEX, 2018)

Know your Game: A Bottom-Up Approach for Gaming Research. - Sajad Mowlaei; Steven Schmidt 001; Saman Zadtootaghaj; Sebastian Möller 001 (QoMEX, 2018)

Modeling Gaming QoE: Towards the Impact of Frame Rate and Bit Rate on Cloud Gaming. - Saman Zadtootaghaj; Steven Schmidt 001; Sebastian Möller 001 (QoMEX, 2018)

Influence of Network Delay in Virtual Reality Multiplayer Exergames: Who is actually delayed? - Tanja Kojic; Steven Schmidt 001; Sebastian Möller 001; Jan-Niklas Voigt-Antons (QoMEX, 2019)

Towards the Impact of Gamers' Adaptation to Delay Variation on Gaming Quality of Experience. - Saeed Shafiee Sabet; Steven Schmidt 001; Carsten Griwodz; Sebastian Möller 001 (QoMEX, 2019)

Questionnaires embedded in virtual environments: reliability and positioning of rating scales in virtual environments. - Georg Regal; Jan-Niklas Voigt-Antons; Steven Schmidt 001; Johann Schrammel; Tanja Kojic; Manfred Tscheligi; Sebastian Möller 001 (Qual. User Exp., 2019)

Delay sensitivity classification of cloud gaming content. - Saeed Shafiee Sabet; Steven Schmidt 001; Saman Zadtootaghaj; Carsten Griwodz; Sebastian Möller 001 (MMVE@MMSys, 2020)

A latency compensation technique based on game characteristics to mitigate the influence of delay on cloud gaming quality of experience. - Saeed Shafiee Sabet; Steven Schmidt 001; Saman Zadtootaghaj; Babak Naderi; Carsten Griwodz; Sebastian Möller 001 (MMSys, 2020)

Quality estimation models for gaming video streaming services using perceptual video quality dimensions. - Saman Zadtootaghaj; Steven Schmidt 001; Saeed Shafiee Sabet; Sebastian Möller 001; Carsten Griwodz (MMSys, 2020)

Assessing Interactive Gaming Quality of Experience using a Crowdsourcing Approach. - Steven Schmidt 001; Babak Naderi; Saeed Shafiee Sabet; Saman Zadtootaghaj; Sebastian Möller 001 (QoMEX, 2020)

Investigating the Relationship of Mental Immersion and Physiological Measures during Cloud Gaming. - Steven Schmidt 001; Stefan Uhrig; Domenic Reuschel (QoMEX, 2020)

Quality Enhancement of Gaming Content using Generative Adversarial Networks. - Nasim Jamshidi Avanaki; Saman Zadtootaghaj; Nabajeet Barman; Steven Schmidt 001; Maria G. Martini; Sebastian Möller 001 (QoMEX, 2020)

Towards the Impact of Gamers Strategy and User Inputs on the Delay Sensitivity of Cloud Games. - Saeed Shafiee Sabet; Steven Schmidt 001; Saman Zadtootaghaj; Carsten Griwodz; Sebastian Möller 001 (QoMEX, 2020)

Towards Deep Learning Methods for Quality Assessment of Computer-Generated Imagery. - Markus Utke; Saman Zadtootaghaj; Steven Schmidt 001; Sebastian Möller 001 (CoRR, 2020)

QUALINET White Paper on Definitions of Immersive Media Experience (IMEx). - Andrew Perkis; Christian Timmerer; Sabina Barakovic; Jasmina Barakovic Husic; Søren Bech; Sebastian Bosse; Jean Botev; Kjell Brunnström; Luís Alberto da Silva Cruz; Katrien De Moor; Andrea de Polo Saibanti; Wouter Durnez; et al. (CoRR, 2020)

An objective and subjective quality assessment study of passive gaming video streaming. - Nabajeet Barman; Saman Zadtootaghaj; Steven Schmidt 001; Maria G. Martini; Sebastian Möller 001 (Int. J. Netw. Manag., 2020)

Modeling and Understanding the Quality of Experience of Online Mobile Gaming Services. - Steven Schmidt 001; Saman Zadtootaghaj; Saeed Shafiee Sabet; Sebastian Möller 001 (QoMEX, 2021)

Towards the Influence of Audio Quality on Gaming Quality of Experience. - Steven Schmidt 001; Saman Zadtootaghaj; Shijie Wang; Sebastian Möller 001 (QoMEX, 2021)

Evaluation of MPEG-5 part 2 (LCEVC) for live gaming video streaming applications. - Nabajeet Barman; Steven Schmidt 001; Saman Zadtootaghaj; Maria G. Martini (MHV, 2022)

Deep-BVQM: A Deep-learning Bitstream-based Video Quality Model. - Nasim Jamshidi Avanaki; Steven Schmidt 001; Thilo Michael; Saman Zadtootaghaj; Sebastian Möller 001 (ACM Multimedia, 2022)

Codec Compression Efficiency Evaluation of MPEG-5 part 2 (LCEVC) using Objective and Subjective Quality Assessment. - Nabajeet Barman; Steven Schmidt 001; Saman Zadtootaghaj; Maria G. Martini (CoRR, 2022)

NDNetGaming - development of a no-reference deep CNN for gaming video quality prediction. - Markus Utke; Saman Zadtootaghaj; Steven Schmidt 001; Sebastian Bosse; Sebastian Möller 001 (Multim. Tools Appl., 2022)

Assessing the Quality of Experience of Cloud Gaming Services - Steven Schmidt 001 (Springer, 2023)

Codec Compression Efficiency Evaluation for Ultra Low-Latency Cloud Gaming Applications. - Nabajeet Barman; Saman Zadtootaghaj; Steven Schmidt 001; Yuanhan Chen; Man Cheung Kung (QoMEX, 2024)