Saman Zadtootaghaj
Senior Researcher · Sony Interactive Entertainment · Berlin
s.tootaghaj [at] gmail.com
Building perceptual and multimodal models that help machines see games the way players do.
I am a senior researcher at Sony Interactive Entertainment in Berlin. My work sits at the intersection of computer vision, multimodal learning, and human visual perception, with games as the application domain — quality assessment, anomaly detection, and scene understanding.
I joined Sony in 2021 as part of GPAI (Game Platform AI), working on Video Quality Assessment for gaming content. In 2022, GPAI was merged into the larger Visual Computing Group (VCG), where I continued on VQA and contributed to leading the team’s VQA efforts for a period. Since summer 2025, I have moved to the Anomaly Detection team, focusing on gaming visual anomalies and temporal tokenizers for gameplay video.
Before Sony, I was a senior research engineer at Dolby working on perceptual video encoding and human visual system modeling, and a research associate at TU Berlin on the EU H2020 ACCORDION project. I completed my Dr.-Ing. at TU Berlin under Prof. Sebastian Möller, on QoE modeling for cloud gaming, as a Marie Skłodowska-Curie fellow at Deutsche Telekom’s T-Labs within the QoE-NET ITN.
Research interests: Visual quality assessment · Multimodal / vision-language models · Visual anomaly detection · Human visual perception · Gaming and cloud gaming QoE
Career
- 2025–now Senior Researcher, Anomaly Detection team, Sony Interactive Entertainment
- 2022–2025 Visual Computing Group (VCG), Sony Interactive Entertainment — video quality assessment
- 2021–2022 Game Platform AI (GPAI), Sony Interactive Entertainment — VQA for gaming content
- 2021–2022 Senior Research Engineer, Dolby — perceptual video encoding
- 2016–2021 Dr.-Ing., TU Berlin · Marie Skłodowska-Curie Fellow, Deutsche Telekom T-Labs (QoE-NET)
News
| Sep 2025 | Joined the Anomaly Detection team at Sony PlayStation, working on visual anomaly detection in games and temporal tokenizers. |
| Sep 2025 | VideoGameQA-Bench accepted at NeurIPS 2025. |
| 2025 | Papers accepted at WACV 2026 (Non-Aligned Reference IQA for Novel View Synthesis), ICIP 2025 (TriQA), and ICASSP 2025 (Foundation Models Boost Low-Level Perceptual Similarity Metrics). |
| 2024 | Co-organized the Video Quality Assessment Challenge at AIS 2024 @ CVPR and the AIM 2024 UHD-IQA Challenge @ ECCV. |
| 2024 | LAR-IQA presented at ECCV Workshops. |
| 2022 | Published the book Quality of Experience Modeling for Cloud Gaming Services (Springer). |
| 2021 | Defended my PhD at TU Berlin and joined Dolby as a senior research engineer. |
Selected Publications
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NeurIPSVideoGameQA-Bench: Evaluating Vision-Language Models for Video Game Quality AssuranceAdvances in Neural Information Processing Systems (NeurIPS), Datasets and Benchmarks Track, 2025
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WACVNon-Aligned Reference Image Quality Assessment for Novel View SynthesisIEEE/CVF Winter Conference on Applications of Computer Vision (WACV), 2026
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ICASSPFoundation Models Boost Low-Level Perceptual Similarity MetricsIEEE International Conference on Acoustics, Speech and Signal Processing (ICASSP), 2025
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ICIPTriQA: Image Quality Assessment by Contrastive Pretraining on Ordered Distortion TripletsIEEE International Conference on Image Processing (ICIP), 2025
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ECCVWLAR-IQA: A Lightweight, Accurate, and Robust No-Reference IQA ModelEuropean Conference on Computer Vision Workshops (ECCVW), 2024
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CVPRWAIS 2024 Challenge on Video Quality Assessment of User-Generated Content: Methods and ResultsIEEE/CVF Conference on Computer Vision and Pattern Recognition Workshops (CVPRW), 2024
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BookQuality of Experience Modeling for Cloud Gaming ServicesSpringer, T-Labs Series in Telecommunication Services, 2022
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MTAPNDNetGaming: Development of a No-Reference Deep CNN for Gaming Video Quality PredictionMultimedia Tools and Applications, 2020
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MMSysQuality Estimation Models for Gaming Video Streaming Services Using Perceptual Video Quality DimensionsACM Multimedia Systems Conference (MMSys), 2020
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NetGamesGamingVideoSET: A Dataset for Gaming Video Streaming ApplicationsAnnual Workshop on Network and Systems Support for Games (NetGames), 2018 · Best Paper Award
The full list is on Google Scholar.
Professional Service
- Chair, Computer-Generated Imagery (CGI) group, VQEG
- Vice-chair, Emerging Technologies Group (ETG), VQEG
- Editor, ITU-T SG12 P.BBQCG — Parametric Bitstream-based Quality Assessment of Cloud Gaming Services
- Contributor to ITU-T recommendations G.1032, P.809, G.1072
- Challenge organizer, AIS 2024 VQA Challenge @ CVPR; AIM 2024 UHD-IQA Challenge @ ECCV
- Reviewer for IEEE TCSVT, Quality and User Experience, Journal of Electronic Imaging, ECCV, QoMEX, ICC, ICME, PQS