Pornpongtechavanich Phisit, Wuttidittachotti Pongpisit, Daengsi Therdpong
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.
Multimed Tools Appl. 2022;81(26):37763-37779. doi: 10.1007/s11042-022-12807-1. Epub 2022 Apr 22.
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.
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。