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QoE modeling for audiovisual associated with MOBA game using subjective approach

With the advancement of multimedia communications and information technologies, online video games have become very popular recreational activities worldwide, while Multiplayer Online Battle Arena (MOBA) games have gained immense popularity from game players in recent times. Therefore, based on qual...

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Autores principales: Pornpongtechavanich, Phisit, Wuttidittachotti, Pongpisit, Daengsi, Therdpong
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer US 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9028896/
https://www.ncbi.nlm.nih.gov/pubmed/35493419
http://dx.doi.org/10.1007/s11042-022-12807-1
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author Pornpongtechavanich, Phisit
Wuttidittachotti, Pongpisit
Daengsi, Therdpong
author_facet Pornpongtechavanich, Phisit
Wuttidittachotti, Pongpisit
Daengsi, Therdpong
author_sort Pornpongtechavanich, Phisit
collection PubMed
description With the advancement of multimedia communications and information technologies, online video games have become very popular recreational activities worldwide, while Multiplayer Online Battle Arena (MOBA) games have gained immense popularity from game players in recent times. Therefore, based on quality of experience, audiovisual quality evaluation models for MOBA games have been proposed in this study. The subjective data from 210 game players (both males and females) about audio quality during conversation, the video quality, the overall quality, and the weighted percentage of video and voice have been collected from small competition events of the Garena ROV (Arena of Valor) in Hua Hin, Thailand. The data from 160 game players have been used to create the models, while the data from 50 game players have been applied for model performance evaluation. After developing the models, Mean Absolute Percentage Error (MAPE) technique has been utilized for model evaluation. On completion of this study, it was found that two thirds of the proposed models provide better performance than the other previous works. All of them, called MOS(Audiovisual-MOBA1) model, MOS(Audiovisual-MOBA2) model and MOS(Audiovisual-MOBA3) model, show excellent performances with MAPE values of 4.95%, 5.92% and 4.75% respectively. Therefore, excellent performance of these proposed models becomes one of the contributions of this study. Also, this evidence of excellent model performance makes the proposed models ideal for utilization for assessment of audiovisual quality of the MOBA games. All audiovisual quality evaluation models provide excellent efficiencies.
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spelling pubmed-90288962022-04-25 QoE modeling for audiovisual associated with MOBA game using subjective approach Pornpongtechavanich, Phisit Wuttidittachotti, Pongpisit Daengsi, Therdpong Multimed Tools Appl Article With the advancement of multimedia communications and information technologies, online video games have become very popular recreational activities worldwide, while Multiplayer Online Battle Arena (MOBA) games have gained immense popularity from game players in recent times. Therefore, based on quality of experience, audiovisual quality evaluation models for MOBA games have been proposed in this study. The subjective data from 210 game players (both males and females) about audio quality during conversation, the video quality, the overall quality, and the weighted percentage of video and voice have been collected from small competition events of the Garena ROV (Arena of Valor) in Hua Hin, Thailand. The data from 160 game players have been used to create the models, while the data from 50 game players have been applied for model performance evaluation. After developing the models, Mean Absolute Percentage Error (MAPE) technique has been utilized for model evaluation. On completion of this study, it was found that two thirds of the proposed models provide better performance than the other previous works. All of them, called MOS(Audiovisual-MOBA1) model, MOS(Audiovisual-MOBA2) model and MOS(Audiovisual-MOBA3) model, show excellent performances with MAPE values of 4.95%, 5.92% and 4.75% respectively. Therefore, excellent performance of these proposed models becomes one of the contributions of this study. Also, this evidence of excellent model performance makes the proposed models ideal for utilization for assessment of audiovisual quality of the MOBA games. All audiovisual quality evaluation models provide excellent efficiencies. Springer US 2022-04-22 2022 /pmc/articles/PMC9028896/ /pubmed/35493419 http://dx.doi.org/10.1007/s11042-022-12807-1 Text en © The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2022, corrected publication 2022 This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.
spellingShingle Article
Pornpongtechavanich, Phisit
Wuttidittachotti, Pongpisit
Daengsi, Therdpong
QoE modeling for audiovisual associated with MOBA game using subjective approach
title QoE modeling for audiovisual associated with MOBA game using subjective approach
title_full QoE modeling for audiovisual associated with MOBA game using subjective approach
title_fullStr QoE modeling for audiovisual associated with MOBA game using subjective approach
title_full_unstemmed QoE modeling for audiovisual associated with MOBA game using subjective approach
title_short QoE modeling for audiovisual associated with MOBA game using subjective approach
title_sort qoe modeling for audiovisual associated with moba game using subjective approach
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9028896/
https://www.ncbi.nlm.nih.gov/pubmed/35493419
http://dx.doi.org/10.1007/s11042-022-12807-1
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