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Published on: March 27, 2013
QoE modeling for audiovisual associated with MOBA game using subjective approach
Phisit Pornpongtechavanich1, Pongpisit Wuttidittachotti2, Therdpong Daengsi3
1Department of Information Technology, Faculty of Industry and Technology, Rajamangala University of Technology Rattanakosin (Wang Klai Kangwon Campus), Prachuap Khiri Khan, Thailand.
Abstract:
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 MOSAudiovisual-MOBA1 model, MOSAudiovisual-MOBA2 model and MOSAudiovisual-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.

