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Assessment and Prediction of Speech Quality in Telecommunications.. Kluwer, (2000)Impact of Virtual Environments on Motivation and Engagement During Exergames., , , , , , and . QoMEX, page 1-6. IEEE, (2018)New ITU-T Standards for Gaming QoE Evaluation and Management., , and . QoMEX, page 1-6. IEEE, (2018)Towards the Impact of Gamers' Adaptation to Delay Variation on Gaming Quality of Experience., , , and . QoMEX, page 1-6. IEEE, (2019)Know your Game: A Bottom-Up Approach for Gaming Research., , , and . QoMEX, page 1-3. IEEE, (2018)Modeling Gaming QoE: Towards the Impact of Frame Rate and Bit Rate on Cloud Gaming., , and . QoMEX, page 1-6. IEEE, (2018)Variable Voice Likability Affecting Subjective Speech Quality Assessments., , , and . QoMEX, page 1-6. IEEE, (2018)Crowdsourcing Versus the Laboratory: Towards Human-Centered Experiments Using the Crowd., , , , , , and . Crowdsourcing and Human-Centered Experiments, volume 10264 of Lecture Notes in Computer Science, page 6-26. Springer, (2015)A next step towards measuring perceived quality of speech through physiology., , , , , and . INTERSPEECH, page 1998-2001. ISCA, (2014)Crowdee: mobile crowdsourcing micro-task platform for celebrating the diversity of languages., , , , and . INTERSPEECH, page 1496-1497. ISCA, (2014)