• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

基于主观方法的MOBA游戏视听体验质量建模

QoE modeling for audiovisual associated with MOBA game using subjective approach.

作者信息

Pornpongtechavanich Phisit, Wuttidittachotti Pongpisit, Daengsi Therdpong

机构信息

Department of Information Technology, Faculty of Industry and Technology, Rajamangala University of Technology Rattanakosin (Wang Klai Kangwon Campus), Prachuap Khiri Khan, Thailand.

Department of Data Communication and Networking, Faculty of Information Technology and Digital Innovation, King Mongkut's University of Technology North Bangkok, Bangkok, Thailand.

出版信息

Multimed Tools Appl. 2022;81(26):37763-37779. doi: 10.1007/s11042-022-12807-1. Epub 2022 Apr 22.

DOI:10.1007/s11042-022-12807-1
PMID:35493419
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9028896/
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 MOS model, MOS model and MOS 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.

摘要

随着多媒体通信和信息技术的发展,在线视频游戏已成为全球非常受欢迎的娱乐活动,而多人在线战斗竞技场(MOBA)游戏近年来在游戏玩家中获得了极大的欢迎。因此,本研究基于体验质量提出了MOBA游戏的视听质量评估模型。从泰国华欣的Garena ROV(《王者荣耀》)小型比赛活动中收集了210名游戏玩家(包括男性和女性)关于对话音频质量、视频质量、整体质量以及视频和语音加权百分比的主观数据。160名游戏玩家的数据用于创建模型,50名游戏玩家的数据用于模型性能评估。在开发模型后,采用平均绝对百分比误差(MAPE)技术进行模型评估。本研究完成后发现,所提出的模型中有三分之二的性能优于以往的其他工作。所有这些模型,称为MOS模型、MOS模型和MOS模型,分别具有4.95%、5.92%和4.75%的MAPE值,表现出色。因此,这些所提出模型的出色性能成为本研究的贡献之一。此外,这种出色的模型性能证据使所提出的模型成为评估MOBA游戏视听质量的理想选择。所有视听质量评估模型都具有出色的效率。

相似文献

1
QoE modeling for audiovisual associated with MOBA game using subjective approach.基于主观方法的MOBA游戏视听体验质量建模
Multimed Tools Appl. 2022;81(26):37763-37779. doi: 10.1007/s11042-022-12807-1. Epub 2022 Apr 22.
2
Impulsivity in Multiplayer Online Battle Arena Gamers: Preliminary Results on Experimental and Self-Report Measures.多人在线战斗竞技游戏玩家的冲动性:关于实验和自我报告测量的初步结果
J Behav Addict. 2016 Jun;5(2):351-6. doi: 10.1556/2006.5.2016.028. Epub 2016 May 9.
3
Emotional analysis of multiplayer online battle arena games addiction.多人在线战斗竞技游戏成瘾的情感分析
Front Psychol. 2024 May 9;15:1347949. doi: 10.3389/fpsyg.2024.1347949. eCollection 2024.
4
Supervised Learning Achieves Human-Level Performance in MOBA Games: A Case Study of Honor of Kings.监督学习在 MOBA 游戏中达到人类水平的表现:以《王者荣耀》为例。
IEEE Trans Neural Netw Learn Syst. 2022 Mar;33(3):908-918. doi: 10.1109/TNNLS.2020.3029475. Epub 2022 Feb 28.
5
A Visual Analytics Approach for Understanding Reasons behind Snowballing and Comeback in MOBA Games.一种用于理解 MOBA 游戏中雪球效应和翻盘原因的可视化分析方法。
IEEE Trans Vis Comput Graph. 2017 Jan;23(1):211-220. doi: 10.1109/TVCG.2016.2598415. Epub 2016 Aug 5.
6
Individual performance in team-based online games.基于团队的在线游戏中的个人表现。
R Soc Open Sci. 2018 Jun 20;5(6):180329. doi: 10.1098/rsos.180329. eCollection 2018 Jun.
7
Predicting likelihood of psychological disorders in PlayerUnknown's Battlegrounds (PUBG) players from Asian countries using supervised machine learning.利用监督机器学习预测亚洲国家《绝地求生》(PUBG)玩家出现心理障碍的可能性。
Addict Behav. 2020 Feb;101:106132. doi: 10.1016/j.addbeh.2019.106132. Epub 2019 Oct 4.
8
Motivational Profiling of League of Legends Players.《英雄联盟》玩家的动机剖析
Front Psychol. 2020 Jul 22;11:1307. doi: 10.3389/fpsyg.2020.01307. eCollection 2020.
9
What constitutes victims of toxicity - identifying drivers of toxic victimhood in multiplayer online battle arena games.什么构成了毒性受害者——识别多人在线战斗竞技游戏中毒性受害者的驱动因素。
Front Psychol. 2023 Jun 16;14:1193172. doi: 10.3389/fpsyg.2023.1193172. eCollection 2023.
10
Co-Transformation of Digital Health and eSport in Metaverse: Moderating Effects of Digital Personality on Mental Health in Multiplayer Online Battle Arena (MOBA).元宇宙中数字健康与电子竞技的共同变革:数字人格对多人在线战斗竞技场(MOBA)中心理健康的调节作用。
Int J Environ Res Public Health. 2022 Dec 31;20(1):760. doi: 10.3390/ijerph20010760.

引用本文的文献

1
EEG dataset from playing Multiplayer Online Battle Arena games in natural settings.来自在自然环境中玩多人在线战斗竞技游戏时的脑电图数据集。
Sci Data. 2025 Jul 2;12(1):1129. doi: 10.1038/s41597-025-05435-5.
2
An improved graph factorization machine based on solving unbalanced game perception.一种基于解决不平衡博弈感知的改进型图分解机
Front Neurorobot. 2024 Dec 4;18:1481297. doi: 10.3389/fnbot.2024.1481297. eCollection 2024.
3
Emotional analysis of multiplayer online battle arena games addiction.多人在线战斗竞技游戏成瘾的情感分析
Front Psychol. 2024 May 9;15:1347949. doi: 10.3389/fpsyg.2024.1347949. eCollection 2024.