Saman Zadtootaghaj

Saman Zadtootaghaj
Dolby Laboratories, Inc.

Doctor of Engineering

About

49
Publications
12,389
Reads
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577
Citations
Additional affiliations
March 2019 - July 2019
Technische Universität Berlin
Position
  • Engineer
January 2019 - present
Technische Universität Berlin
Position
  • Researcher
Description
  • Quality assessment for gaming video streaming services, cloud gaming, passive video gaming streaming
October 2017 - December 2017
École Polytechnique Fédérale de Lausanne
Position
  • Secondment (Visit)
Description
  • VR Gaming Experience: a Passing Fad or a Long-term Promise?

Publications

Publications (49)
Preprint
Full-text available
With the increasing advancements in video compression efficiency achieved by newer codecs such as HEVC, AV1, and VVC, and intelligent encoding strategies, as well as improved bandwidth availability,there has been a proliferation and acceptance of newer services such as Netflix, Twitch, etc. However, such higher compression efficiencies are achieved...
Article
Full-text available
Gaming video streaming services are growing rapidly due to new services such as passive video streaming of gaming content, e.g. Twitch.tv, as well as cloud gaming, e.g. Nvidia GeForce NOW and Google Stadia. In contrast to traditional video content, gaming content has special characteristics such as extremely high and special motion patterns, synthe...
Preprint
The ground truth used for training image, video, or speech quality prediction models is based on the Mean Opinion Scores (MOS) obtained from subjective experiments. Usually, it is necessary to conduct multiple experiments, mostly with different test participants, to obtain enough data to train quality models based on machine learning. Each of these...
Article
Full-text available
Despite its recent advances and increasing industrial interest, cloud gaming’s high bandwidth usage is still one of its major challenges. In this paper, we demonstrate how incorporating visual attention into cloud gaming helps to reduce bitrate without negatively affecting the player’s quality of experience. We show that current visual attention mo...
Conference Paper
Full-text available
The streaming of gaming content, both passive and interactive, has increased manifolds in recent years. Gaming contents bring with them some peculiarities which are normally not seen in traditional 2D videos, such as the artificial and synthetic nature of contents or repetition of objects in a game. In addition, the perception of gaming content by...
Conference Paper
Full-text available
Existing works in the field of quality assessment focus separately on gaming and non-gaming content. Along with the traditional modeling approaches, deep learning based approaches have been used to develop quality models, due to their high prediction accuracy. In this paper, we present a deep learning based quality estimation model considering both...
Preprint
Full-text available
With the coming of age of virtual/augmented reality and interactive media, numerous definitions, frameworks, and models of immersion have emerged across different fields ranging from computer graphics to literary works. Immersion is oftentimes used interchangeably with presence as both concepts are closely related. However, there are noticeable int...
Conference Paper
Cloud Gaming (CG) is an immersive multimedia service that promises many benefits. In CG, the games are rendered in a cloud server, and the resulted scenes are streamed as a video sequence to the client. Using CG users are not forced to update their gaming hardware frequently, and available games can be played on any operating system or suitable dev...
Conference Paper
Cloud Gaming is an emerging service that catches growing interest in the research community as well as industry. Cloud Gaming require a highly reliable and low latency network to achieve a satisfying Quality of Experience (QoE) for its users. Using a cloud gaming service with high latency would harm the interaction of the user with the game, leadin...
Technical Report
With the coming of age of virtual/augmented reality and interactive media, numerous definitions, frameworks, and models of immersion have emerged across different fields ranging from computer graphics to literary works. Immersion is oftentimes used interchangeably with presence as both concepts are closely related. However, there are noticeable int...
Preprint
Video gaming streaming services are growing rapidly due to new services such as passive video streaming, e.g. Twitch.tv, and cloud gaming, e.g. Nvidia Geforce Now. In contrast to traditional video content, gaming content has special characteristics such as extremely high motion for some games, special motion patterns, synthetic content and repetiti...
Conference Paper
Full-text available
Recently, streaming of gameplay scenes has gained much attention, as evident with the rise of platforms such as Twitch.tv and Facebook Gaming. These streaming services have to deal with many challenges due to the low quality of source materials caused by client devices, network limitations such as bandwidth and packet loss, as well as low delay req...
Preprint
Cloud Gaming is an emerging service that catches growing interest in the research community as well as industry. While the paradigm shift from a game execution on clients to streaming games from the cloud offers a variety of benefits, the new services also require a highly reliable and low latency network to achieve a satisfying Quality of Experien...
Preprint
Full-text available
We provide in this paper a tutorial and a comprehensive survey of QoE management solutions in current and future networks. We start with a high level description of QoE management for multimedia services, which integrates QoE modelling, monitoring, and optimization. This followed by a discussion of HTTP Adaptive Streaming (HAS) solutions as the dom...
Article
Full-text available
The highly demanding Over-The-Top (OTT) multi-media applications pose increased challenges to Internet Service Providers (ISPs) for assuring a reasonable Quality of Experience (QoE) to their customers due to lack of flexibility, agility and scal-ability in traditional networks. The future networks are shifting towards the cloudification of the netw...
Conference Paper
Full-text available
Gaming as a popular system has recently expanded the associated services, by stepping into live streaming services. Live gaming video streaming is not only limited to cloud gaming services, such as Geforce Now, but also include passive streaming, where the players' gameplay is streamed both live and on-demand over services such as Twitch.tv and You...
Conference Paper
Full-text available
With emerging delay sensitive gaming services such as cloud gaming and online gaming, the importance of understanding and reducing the effect of delay on the gamer's Quality of Experience (QoE) becomes highly important for the success of these services. In this paper, the findings of two subjective experiments investigating the relationship between...
Article
Full-text available
Passive gaming video streaming applications have recently gained much attention as evident with the rising popularity of many Over The Top (OTT) providers such as Twitch.tv and YouTubeGaming. For the continued success of such services, it is imperative that the user Quality of Experience (QoE) remains high which is usually assessed using subjective...
Conference Paper
Full-text available
This paper presents GamingVideoSET 1 , a dataset consisting of twenty-four uncompressed raw gaming videos of 30 seconds duration, 1080p resolution, and 30 fps for the research community working on gaming video quality assessment. Furthermore, the data set includes subjective quality assessment results for 90 video sequences obtained by encoding six...
Conference Paper
Full-text available
Video Quality assessment is imperative to estimate and hence manage the Quality of Experience (QoE) in video streaming applications to the end-user. Recent years have seen a tremendous advancement in the field of objective video quality assessment (VQA) metrics, with the development of models that can predict the quality of the videos streamed over...
Conference Paper
Full-text available
In this paper, the immersiveness of three variations of spatial content were tested and compared. Content A is a high quality architectural visualization, which is characterized as purely spatial immersion. Content B is the best goal moments of real football games, which is mainly spatial immersion, with slight tactical immersion focus, compiled wi...
Conference Paper
Full-text available
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 streami...
Conference Paper
Recent advances in Virtual Reality (VR) technologies have resulted in a wider availability of Head Mounted Displays (HMDs). However, it is still unclear if VR gaming offers a substantial added value to players. For this reason a comparison of gaming experiences on VR HMD to those on mobile and PC, two other popular gaming platforms, is performed by...
Conference Paper
In this paper, we present an eye tracking dataset of computer game players who played the side-scrolling cloud game Somi. The game was streamed in the form of video from the cloud to the player. This dataset can be used for designing and testing game-specific visual attention models. The source code of the game is also available to facilitate furth...
Article
Full-text available
The widespread availability of broadband internet access and the growth in server-based processing have provided an opportunity to run games away from the player into the cloud and offer a new promising service known as cloud gaming. The concept of cloud gaming is to render a game in the cloud and stream the resulting game scenes to the player as a...

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Projects

Project (1)
Project
The project addresses the needs for models, methodologies and tools for an effective management of the QoE along the whole chain of design, production, delivery and control of multimedia services. Particular attention will be devoted to three applications: mobile gaming, social TV, and web-services.