185 research outputs found

    Towards a new ITU-T recommendation for subjective methods evaluating gaming QoE

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    This paper reports on activities in Study Group 12 of the International Telecommunication Union (ITU-T SG12) to define a new Recommendation on subjective evaluation methods for gaming Quality of Experience (QoE). It first resumes the structure and content of the current draft which has been proposed to ITU-T SG12 in September 2014 and then critically discusses potential gaming content and evaluation methods for inclusion into the upcoming Recommendation. The aim is to start a discussion amongst experts on potential evaluation methods and their limitations, before finalizing a Recommendation. Such a recommendation might in the end be applied by non -expert users, hence wrong decisions in the evaluation design could negatively affect gaming QoE throughout the evaluation

    Design, Implementation and Evaluation of a Distributed Mobile Cloud Gaming System

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    Pilvipelaamisella tarkoitetaan pelien etĂ€pelaamista kevyillĂ€ pÀÀtelaitteilla. Pelit suoritetaan pilvipalvelimilla ja videokuva lĂ€hetetÀÀn pÀÀtelaitteisiin verkon yli. TĂ€mĂ€n ansiosta laitteita, joiden suorituskyky ei normaalisti riittĂ€isi pelin suorittamiseen voidaan kĂ€yttÀÀ pelien pelaamiseen. Pilvipelaaminen on erittĂ€in herkkĂ€ verkkoviiveille ja aikaisempi tutkimus on osoittanut nykyisen pilvi-infrastruktuurin riittĂ€mĂ€ttömĂ€ksi kaikkein vaativimmille peleille. TĂ€ssĂ€ työssĂ€ esitetÀÀn hajautettu pilvipelaamisen malli keskittyen erityisesti cloudlettien eli pienten kĂ€yttĂ€jĂ€n lĂ€hellĂ€ olevien pilvien kĂ€yttöön verkon laidoilla. TyötĂ€ varten luotiin cloudlet-mallia hyödyntĂ€vĂ€ prototyyppi etĂ€pelaamista varten ja mitattiin kĂ€yttĂ€jĂ€n kokema viive eri mobiiliverkoissa ja pilvipalveli- men sijainneissa. Mittaukset osoittivat, ettĂ€ cloudlettien avulla voidaan myös kaikkein vaativimpia pelejĂ€ suorittaa etĂ€nĂ€ verkon yli. TyössĂ€ mitattiin myös mobiililaitteiden virrankulutus pilvipelaamisen aikana. Erityisesti keskityttiin tutkimaan voisiko mobiililaitteen virrankulutusta vĂ€hentÀÀ kĂ€yttĂ€mĂ€llĂ€ ulkoista nĂ€yttöÀ pelaamiseen. Virtamittaukset osoittivat, ettĂ€ Wi-fi-verkkoon kytkettynĂ€ ja ulkoista nĂ€yttöÀ kĂ€yttĂ€en voidaan pilvipelaamisen virrankulutusta vĂ€hentÀÀ huomattavasti mobiiliilaitteilla.Cloud gaming where the games are rendered on distant cloud servers and streamed to thin clients is currently gaining ground. It enables relatively weak computational devices such as mobile phones to be used to play games that normally couldn’t be run on the devices. Cloud gaming is very susceptible to latency though and previous research has shown that the current distant cloud infrastructure is not adequate especially for the most demanding games. This thesis proposes a more distributed cloud gaming infrastructure focus- ing on the use of cloudlets on the network edges. An open-source Cloudlet Remote Gaming Platform prototype is built using the cloudlet model and the response delay in different mobile networks and cloud server locations is measured. The study concludes that the use of cloudlets on network edges could benefit the QoE for the users especially when playing the most demanding fast-paced games. The power consumption of the mobile device in cloud gaming is also measured using different networks showing that by switching to Wi-Fi connection and by using external displays and game controllers the power consumption of the mobile device could be decreased on top of improving the QoE for the user

    Planning and dynamic spectrum management in heterogeneous mobile networks with QoE optimization

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    The radio and network planning and optimisation are continuous processes that do not end after the network has been launched. To achieve the best trade-offs, especially between quality and costs, operators make use of several coverage and capacity enhancement methods. The research from this thesis proposes methods such as the implementation of cell zooming and Relay Stations (RSs) with dynamic sleep modes and Carrier Aggregation (CA) for coverage and capacity enhancements. Initially, a survey is presented on ubiquitous mesh networks implementation scenarios and an updated characterization of requirements for services and applications is proposed. The performance targets for the key parameters, delay, delay variation, information loss and throughput have been addressed for all types of services. Furthermore, with the increased competition, mobile operator’s success does not only depend on how good the offered Quality of Service (QoS) is, but also if it meets the end user’s expectations, i.e., Quality of Experience (QoE). In this context, a model for the mapping between QoS parameters and QoE has been proposed for multimedia traffic. The planning and optimization of fixed Worldwide Interoperability for Microwave Access (WiMAX) networks with RSs in conjunction with cell zooming has been addressed. The challenging case of a propagation measurement-based scenario in the hilly region of CovilhĂŁ has been considered. A cost/revenue function has been developed by taking into account the cost of building and maintaining the infrastructure with the use of RSs. This part of the work also investigates the energy efficiency and economic implications of the use of power saving modes for RSs in conjunction with cell zooming. Assuming that the RSs can be switched-off or zoomed out to zero in periods when the trafïŹc exchange is low, such as nights and weekends, it has been shown that energy consumption may be reduced whereas cellular coverage and capacity, as well as economic performance may be improved. An integrated Common Radio Resource Management (iCRRM) entity is proposed that implements inter-band CA by performing scheduling between two Long Term Evolution – Advanced (LTE-A) Component Carriers (CCs). Considering the bandwidths available in Portugal, the 800 MHz and 2.6 GHz CCs have been considered whilst mobile video traffic is addressed. Through extensive simulations it has been found that the proposed multi-band schedulers overcome the capacity of LTE systems without CA. Result shown a clear improvement of the QoS, QoE and economic trade-off with CA

    Bitstream-based video quality modeling and analysis of HTTP-based adaptive streaming

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    Die Verbreitung erschwinglicher Videoaufnahmetechnologie und verbesserte Internetbandbreiten ermöglichen das Streaming von hochwertigen Videos (Auflösungen > 1080p, Bildwiederholraten ≄ 60fps) online. HTTP-basiertes adaptives Streaming ist die bevorzugte Methode zum Streamen von Videos, bei der Videoparameter an die verfĂŒgbare Bandbreite angepasst wird, was sich auf die VideoqualitĂ€t auswirkt. Adaptives Streaming reduziert Videowiedergabeunterbrechnungen aufgrund geringer Netzwerkbandbreite, wirken sich jedoch auf die wahrgenommene QualitĂ€t aus, weswegen eine systematische Bewertung dieser notwendig ist. Diese Bewertung erfolgt ĂŒblicherweise fĂŒr kurze Abschnitte von wenige Sekunden und wĂ€hrend einer Sitzung (bis zu mehreren Minuten). Diese Arbeit untersucht beide Aspekte mithilfe perzeptiver und instrumenteller Methoden. Die perzeptive Bewertung der kurzfristigen VideoqualitĂ€t umfasst eine Reihe von Labortests, die in frei verfĂŒgbaren DatensĂ€tzen publiziert wurden. Die QualitĂ€t von lĂ€ngeren Sitzungen wurde in Labortests mit menschlichen Betrachtern bewertet, die reale Betrachtungsszenarien simulieren. Die Methodik wurde zusĂ€tzlich außerhalb des Labors fĂŒr die Bewertung der kurzfristigen VideoqualitĂ€t und der GesamtqualitĂ€t untersucht, um alternative AnsĂ€tze fĂŒr die perzeptive QualitĂ€tsbewertung zu erforschen. Die instrumentelle QualitĂ€tsevaluierung wurde anhand von bitstrom- und hybriden pixelbasierten VideoqualitĂ€tsmodellen durchgefĂŒhrt, die im Zuge dieser Arbeit entwickelt wurden. Dazu wurde die Modellreihe AVQBits entwickelt, die auf den Labortestergebnissen basieren. Es wurden vier verschiedene Modellvarianten von AVQBits mit verschiedenen Inputinformationen erstellt: Mode 3, Mode 1, Mode 0 und Hybrid Mode 0. Die Modellvarianten wurden untersucht und schneiden besser oder gleichwertig zu anderen aktuellen Modellen ab. Diese Modelle wurden auch auf 360°- und Gaming-Videos, HFR-Inhalte und Bilder angewendet. DarĂŒber hinaus wird ein Langzeitintegrationsmodell (1 - 5 Minuten) auf der Grundlage des ITU-T-P.1203.3-Modells prĂ€sentiert, das die verschiedenen Varianten von AVQBits mit sekĂŒndigen QualitĂ€tswerten als VideoqualitĂ€tskomponente des vorgeschlagenen Langzeitintegrationsmodells verwendet. Alle AVQBits-Varianten, das Langzeitintegrationsmodul und die perzeptiven Testdaten wurden frei zugĂ€nglich gemacht, um weitere Forschung zu ermöglichen.The pervasion of affordable capture technology and increased internet bandwidth allows high-quality videos (resolutions > 1080p, framerates ≄ 60fps) to be streamed online. HTTP-based adaptive streaming is the preferred method for streaming videos, adjusting video quality based on available bandwidth. Although adaptive streaming reduces the occurrences of video playout being stopped (called “stalling”) due to narrow network bandwidth, the automatic adaptation has an impact on the quality perceived by the user, which results in the need to systematically assess the perceived quality. Such an evaluation is usually done on a short-term (few seconds) and overall session basis (up to several minutes). In this thesis, both these aspects are assessed using subjective and instrumental methods. The subjective assessment of short-term video quality consists of a series of lab-based video quality tests that have resulted in publicly available datasets. The overall integral quality was subjectively assessed in lab tests with human viewers mimicking a real-life viewing scenario. In addition to the lab tests, the out-of-the-lab test method was investigated for both short-term video quality and overall session quality assessment to explore the possibility of alternative approaches for subjective quality assessment. The instrumental method of quality evaluation was addressed in terms of bitstream- and hybrid pixel-based video quality models developed as part of this thesis. For this, a family of models, namely AVQBits has been conceived using the results of the lab tests as ground truth. Based on the available input information, four different instances of AVQBits, that is, a Mode 3, a Mode 1, a Mode 0, and a Hybrid Mode 0 model are presented. The model instances have been evaluated and they perform better or on par with other state-of-the-art models. These models have further been applied to 360° and gaming videos, HFR content, and images. Also, a long-term integration (1 - 5 mins) model based on the ITU-T P.1203.3 model is presented. In this work, the different instances of AVQBits with the per-1-sec scores output are employed as the video quality component of the proposed long-term integration model. All AVQBits variants as well as the long-term integration module and the subjective test data are made publicly available for further research

    Increasing overall customer value in mobile games: what implications can be drawn from the customer value chain in mobile games?

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    Objectives The main objectives of this study were to draw strategic implications for companies from the customer process of wanting to play, searching for a game, and assessing the game after downloading it, and suggest how these implications could be used to increase customer value. The research will attempt to construct a customer value chain model and analyze it. Summary The exploratory research studied only female respondents. A set of interviews was conducted to study the behavior of mobile gamers to draw implications from the customer process within the customer value chain. The data were manually analyzed, and the findings were presented with visualizing tables. The findings were then discussed and related to the company process of the customer value chain. Conclusions A number of implications were found regarding the customer process of wanting to play, searching for games, assessing the game quality and experience, and continuing to play for an extended period of time. The implications can be used by companies to increase overall customer value in mobile games

    Dynamic Viewport-Adaptive Rendering in Distributed Interactive VR Streaming: Optimizing viewport resolution under latency and viewport orientation constraints

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    In streaming Virtual Reality to thin clients one of the main concerns is the massive bandwidth requirement of VR video. Additionally, streaming VR requires a low latency of less than 25ms to avoid cybersickness and provide a high Quality of Experience. Since a user is only viewing a portion of the VR content sphere at a time, researchers have leveraged this to increase the relative quality of the user viewport compared to peripheral areas. This way bandwidth can be saved, since the peripheral areas are streamed at a lower bitrate. In streaming 360°360\degree video this has resulted in the common strategy of tiling a video frame and delivering different quality tiles based on current available bandwidth and the user's viewport location. However, such an approach is not suitable for real-time Interactive VR streaming. Furthermore, streaming only the user's viewport results in the user observing unrendered or very low-quality areas at higher latency values. In order to provide a high viewport quality in Interactive VR, we propose the novel method of Dynamic Viewport-Adaptive Rendering. By rotating the frontal direction of the content sphere with the user gaze, we can dynamically render more or less of the peripheral area and thus increase the proportional resolution of the frontal direction in the video frame. We show that DVAR can successfully compensate for different system RTT values while offering a significantly higher viewport resolution than other implementations. We further discuss how DVAR can be easily extended by other optimization methods and discuss how we can incorporate head movement prediction to allow DVAR to optimally determine the amount of peripheral area to render, thus providing an optimal viewport resolution given the system constraints

    Inter-Destination Multimedia Synchronization; Schemes, Use Cases and Standardization

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    Traditionally, the media consumption model has been a passive and isolated activity. However, the advent of media streaming technologies, interactive social applications, and synchronous communications, as well as the convergence between these three developments, point to an evolution towards dynamic shared media experiences. In this new model, geographically distributed groups of consumers, independently of their location and the nature of their end-devices, can be immersed in a common virtual networked environment in which they can share multimedia services, interact and collaborate in real-time within the context of simultaneous media content consumption. In most of these multimedia services and applications, apart from the well-known intra and inter-stream synchronization techniques that are important inside the consumers playout devices, also the synchronization of the playout processes between several distributed receivers, known as multipoint, group or Inter-destination multimedia synchronization (IDMS), becomes essential. Due to the increasing popularity of social networking, this type of multimedia synchronization has gained in popularity in recent years. Although Social TV is perhaps the most prominent use case in which IDMS is useful, in this paper we present up to 19 use cases for IDMS, each one having its own synchronization requirements. Different approaches used in the (recent) past by researchers to achieve IDMS are described and compared. As further proof of the significance of IDMS nowadays, relevant organizations (such as ETSI TISPAN and IETF AVTCORE Group) efforts on IDMS standardization (in which authors have been and are participating actively), defining architectures and protocols, are summarized.This work has been financed, partially, by Universitat Politecnica de Valencia (UPV), under its R&D Support Program in PAID-05-11-002-331 Project and in PAID-01-10, and by TNO, under its Future Internet Use Research & Innovation Program. The authors also want to thank Kevin Gross for providing some of the use cases included in Sect. 1.2.Montagud, M.; Boronat Segui, F.; Stokking, H.; Van Brandenburg, R. (2012). Inter-Destination Multimedia Synchronization; Schemes, Use Cases and Standardization. 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