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 experiments is subject to an experiment-specific bias, where the rating of the same file may be substantially different in two experiments (e.g. depending on the overall quality distribution). These different ratings for the same distortion levels confuse neural networks during training and lead to lower performance. To overcome this problem, we propose a bias-aware loss function that estimates each dataset's biases during training with a linear function and considers it while optimising the network weights. We prove the efficiency of the proposed method by training and validating quality prediction models on synthetic and subjective image and speech quality datasets.
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 repetitive content, which makes the state-of-the-art video and image quality metrics perform weaker for this special computer generated content. In this paper, we outline our plan to build a deep learningbased quality metric for video gaming quality assessment. In addition, we present initial results by training the network based on VMAF values as a ground truth to give some insights on how to build a metric in future. The paper describes the method that is used to choose an appropriate Convolutional Neural Network architecture. Furthermore, we estimate the size of the required subjective quality dataset which achieves a sufficiently high performance. The results show that by taking around 5k images for training of the last six modules of Xception, we can obtain a relatively high performance metric to assess the quality of distorted video games.