Recent years have seen a tremendous increase in video traffic with the rise of Over The Top (OTT) services. Along with traditional Video on demand (VoD) streaming services (e.g., Netflix, YouTube), live video services (e.g., Twitch. tv, YouTubeGaming, Facebook Live) have also resulted in a tremendous share of Internet traffic. Among the live streaming services, gaming video streaming has a major share, with Twitch.tv alone currently responsible for the fourth highest peak Internet traffic in the US. As a consequence of this, and due to the fact that gaming videos are artificial and synthetic, it is worth investigating the specificity of gaming videos in relation to compression and the consequent end user QoE. In this paper, we present an objective and subjective quality comparison study for regular videos and gaming videos, with 30 video sequences (15 per type), encoded using the state of the art encoder HEVC. We discuss the similarity and dissimilarity between the two video types and also discuss how these observations can be used to improve the end user QoE.
|Title of host publication||2018 10th International Conference on Quality of Multimedia Experience, QoMEX 2018|
|Publisher||Institute of Electrical and Electronics Engineers Inc.|
|Publication status||Published - 2018 Sep 11|
|Event||10th International Conference on Quality of Multimedia Experience, QoMEX 2018 - Sardinia, Italy|
Duration: 2018 May 29 → 2018 Jun 1
|Name||2018 10th International Conference on Quality of Multimedia Experience, QoMEX 2018|
|Other||10th International Conference on Quality of Multimedia Experience, QoMEX 2018|
|Period||18/5/29 → 18/6/1|
Bibliographical noteFunding Information:
ACKNOWLEDGMENT This work is part of a project that has received funding from the European Union’s Horizon 2020 research and innovation programme under the Marie Skłodowska-Curie grant agreement No 643072. The authors would like to thank members of Multidimensional Insight Lab, Yonsei University, Seoul, South Korea for participating in the subjective test.
All Science Journal Classification (ASJC) codes
- Media Technology
- Safety, Risk, Reliability and Quality