Assessing the Quality of Experience Cloud Gaming Services

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Bol The author discusses a measurement tool, Gaming Input Quality Scale (GIPS), that assesses the interaction quality of such a service available. This book provides an overview of concepts and challenges in interaction quality in the domain of cloud gaming services. The author presents a unified evaluation approach by combining quantitative subjective assessment methods in a concise way. The author discusses a measurement tool, Gaming Input Quality Scale (GIPS), that assesses the interaction quality of such a service available. Furthermore, the author discusses a new framework to assess gaming Quality of Experience (QoE) using a crowdsourcing approach. Lastly, based on a large dataset including dominant network and encoding conditions, the evaluation method is investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical findings, and models presented in this book should be of particular interest to researchers working in the fields of quality and usability engineering, as well as service providers and network operators. Presents an empirical validation of a taxonomy of qualityaspects of cloud gaming services as well as applied assessment methods; Includes a new framework to conduct quality assessment studies in home environments; Describes a psychometrically validated, and reliable instrument to measure the interaction quality. This book provides an overview of concepts and challenges in intis investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical eraction quality in the domain of cloud gaming services. The author presents a unified evaluation approach by combining quantitative subjective assessment methods in a concise way. The author discusses a measurement tool, Gaming Input Quality Scale (GIPS), that assesses the interaction quality of such a service available. Furthermore, the author discusses a new framework to assess gaming Quality of Experience (QoE) using a crowdsourcing approach. Lastly, based on a large dataset including dominant network and encoding conditions, the evaluation method is investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical findings, and models presented in this book should be of particular interest to researchers working in the fields of quality and usability engineering, as well as service providers and network operators.

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The author discusses a measurement tool, Gaming Input Quality Scale (GIPS), that assesses the interaction quality of such a service available. This book provides an overview of concepts and challenges in interaction quality in the domain of cloud gaming services. The author presents a unified evaluation approach by combining quantitative subjective assessment methods in a concise way. The author discusses a measurement tool, Gaming Input Quality Scale (GIPS), that assesses the interaction quality of such a service available. Furthermore, the author discusses a new framework to assess gaming Quality of Experience (QoE) using a crowdsourcing approach. Lastly, based on a large dataset including dominant network and encoding conditions, the evaluation method is investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical findings, and models presented in this book should be of particular interest to researchers working in the fields of quality and usability engineering, as well as service providers and network operators. Presents an empirical validation of a taxonomy of qualityaspects of cloud gaming services as well as applied assessment methods; Includes a new framework to conduct quality assessment studies in home environments; Describes a psychometrically validated, and reliable instrument to measure the interaction quality. This book provides an overview of concepts and challenges in intis investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical eraction quality in the domain of cloud gaming services. The author presents a unified evaluation approach by combining quantitative subjective assessment methods in a concise way. The author discusses a measurement tool, Gaming Input Quality Scale (GIPS), that assesses the interaction quality of such a service available. Furthermore, the author discusses a new framework to assess gaming Quality of Experience (QoE) using a crowdsourcing approach. Lastly, based on a large dataset including dominant network and encoding conditions, the evaluation method is investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical findings, and models presented in this book should be of particular interest to researchers working in the fields of quality and usability engineering, as well as service providers and network operators.


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