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Towards improving visual attention models using influencing factors in a video gaming context.

, , , and . NetGames, page 43-45. IEEE, (2017)

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QoE Management of Multimedia Streaming Services in Future Networks: A Tutorial and Survey., , , , , , and . CoRR, (2019)A Comparative Quality Assessment Study for Gaming and Non-Gaming Videos., , , , and . QoMEX, page 1-6. IEEE, (2018)Towards the need satisfaction in gaming: A comparison of different gaming platforms., , , , and . QoMEX, page 1-3. IEEE, (2017)Modeling and Understanding the Quality of Experience of Online Mobile Gaming Services., , , and . QoMEX, page 157-162. IEEE, (2021)DEMI: Deep Video Quality Estimation Model using Perceptual Video Quality Dimensions., , , , , , and . MMSP, page 1-6. IEEE, (2020)Quality estimation models for gaming video streaming services using perceptual video quality dimensions., , , , and . MMSys, page 213-224. ACM, (2020)Towards Applying Game Adaptation to Decrease the Impact of Delay on Quality of Experience., , , , and . ISM, page 114-121. IEEE Computer Society, (2018)QUALINET White Paper on Definitions of Immersive Media Experience (IMEx)., , , , , , , , , and 33 other author(s). CoRR, (2020)NDNetGaming - development of a no-reference deep CNN for gaming video quality prediction., , , , and . Multim. Tools Appl., 81 (3): 3181-3203 (2022)Bias-Aware Loss for Training Image and Speech Quality Prediction Models from Multiple Datasets., , , , and . QoMEX, page 97-102. IEEE, (2021)