79 research outputs found

    The Communicating Home - Definition, Evaluation and Business Opportunities for TeliaSonera in a 3-5 years perspective

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    The communicating home concept has been defined by identifying the dominating communication technologies to/from and in the homes, the most important customer behavior and user needs, the dominating products and the dominating actors of the industry. The evaluation of the communicating home industry has been performed with a five forces framework analysis and theories regarding value migration and value structures of industries. It has been concluded that actors of communication technologies, goods and access services will compete fiercely. The barriers of entry will however be high. When it comes to content services the situation is completely different. These actors will, to the largest extent, meet lower competition and low barriers of entry. As a consequence a value migration from communication technologies, goods and access services to content services will occur. TeliaSonera is suggested to develop a content service portal. It should, in its first version, contain IPTV, music on demand, video on demand, data security, online storing and online gaming in the first place. The TeliaSonera group has the right prerequisites to implement and capitalize on a content service portal. In addition to the content service portal some other business opportunities have also been addressed in the business model

    Real-Time Realistic Social Sharing of Experiences and Environments

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    The Shared Experonments system provides interactive services for ubiquitous real-time interactive social sharing of experiences and environments. Designed and implemented for ubiquitous high-speed wireless environments, the Shared Experonments system provides synchronous ways and means for interactive social sharing of erstwhile personal experiences while one or more persons are in remote locations. Example scenarios include sharing of experiences with friends and family while off hiking or trekking, as well as business situations where a remote field worker must collaborate in real time with other field workers or head office. The Shared Experonments system integrates multiple realities and works in a variety of mixed reality modes and interactional settings, and crucially supports deixis from one environment to another

    Empirical studies of Quality of Experience (QoE) : A Systematic Literature Survey

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    Quality of Experience (QoE) is a relatively new phenomenon. The main focus of this thesis has been to conduct a systematic literature survey of research done in the field of QoE over a ten year period. The method, developed by A. Fink, has been used to survey empirical studies. A framework of QoE has been developed, which created the possibility of grouping together and analysing all the studies in a common framework. In total, 44 studies were analysed. 66 per cent of them were studies with human participants and 34 per cent of them were studies without human participants. The majority of the selected empirical studies have analysed the sub-aspect ‘satisfaction’. Among other vital sub-aspects, which were of interest to researches, were ‘usefulness’, ‘ease of use’, ‘communication’, ‘loss/packet loss’, ‘delay’, ‘bandwidth’, and ‘jitter’. The results of this survey show that different sub-aspects depend on different services. It is not enough that one sub-aspect functions very well, because most of sub-aspects are closely related to each other. Therefore, it is very important that sub-aspects, which are dependent on each other, are functioning as one group to achieve higher QoE on user experience. This thesis may contribute to deeper understanding of the phenomenon QoE. Knowledge of QoE can bring in new ideas and new possibilities for developing a new system or products for achieving satisfaction of user experience

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Analyse intelligente de la qualité d'expérience (QoE) dans les réseaux de diffusion de contenu web et mutimédia

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    Today user experience is becoming a reliable indicator for service providers and telecommunication operators to convey overall end to end system functioning. Moreover, to compete for a prominent market share, different network operators and service providers should retain and increase the customers’ subscription. To fulfil these requirements they require an efficient Quality of Experience (QoE) monitoring and estimation. However, QoE is a subjective metric and its evaluation is expensive and time consuming since it requires human participation. Therefore, there is a need for an objective tool that can measure the QoE objectively with reasonable accuracy in real-Time. As a first contribution, we analyzed the impact of network conditions on Video on Demand (VoD) services. We also proposed an objective QoE estimation tool that uses fuzzy expert system to estimate QoE from network layer QoS parameters. As a second contribution, we analyzed the impact of MAC layer QoS parameters on VoD services over IEEE 802.11n wireless networks. We also proposed an objective QoE estimation tool that uses random neural network to estimate QoE from the MAC layer perspective. As our third contribution, we analyzed the effect of different adaption scenarios on QoE of adaptive bit rate streaming. We also developed a web based subjective test platform that can be easily integrated in a crowdsourcing platform for performing subjective tests. As our fourth contribution, we analyzed the impact of different web QoS parameters on web service QoE. We also proposed a novel machine learning algorithm i.e. fuzzy rough hybrid expert system for estimating web service QoE objectivelyDe nos jours, l’expérience de l'utilisateur appelé en anglais « User Experience » est devenue l’un des indicateurs les plus pertinents pour les fournisseurs de services ainsi que pour les opérateurs de télécommunication pour analyser le fonctionnement de bout en bout de leurs systèmes (du terminal client, en passant par le réseaux jusqu’à l’infrastructure des services etc.). De plus, afin d’entretenir leur part de marché et rester compétitif, les différents opérateurs de télécommunication et les fournisseurs de services doivent constamment conserver et accroître le nombre de souscription des clients. Pour répondre à ces exigences, ils doivent disposer de solutions efficaces de monitoring et d’estimation de la qualité d'expérience (QoE) afin d’évaluer la satisfaction de leur clients. Cependant, la QoE est une mesure qui reste subjective et son évaluation est coûteuse et fastidieuse car elle nécessite une forte participation humaine (appelé panel de d’évaluation). Par conséquent, la conception d’un outil qui peut mesurer objectivement cette qualité d'expérience avec une précision raisonnable et en temps réel est devenue un besoin primordial qui constitue un challenge intéressant à résoudre. Comme une première contribution, nous avons analysé l'impact du comportement d’un réseau sur la qualité des services de vidéo à la demande (VOD). Nous avons également proposé un outil d'estimation objective de la QoE qui utilise le système expert basé sur la logique floue pour évaluer la QoE à partir des paramètres de qualité de service de la couche réseau. Dans une deuxième contribution, nous avons analysé l'impact des paramètres QoS de couche MAC sur les services de VoD dans le cadre des réseaux sans fil IEEE 802.11n. Nous avons également proposé un outil d'estimation objective de la QoE qui utilise le réseau aléatoire de neurones pour estimer la QoE dans la perspective de la couche MAC. Pour notre troisième contribution, nous avons analysé l'effet de différents scénarios d'adaptation sur la QoE dans le cadre du streaming adaptatif au débit. Nous avons également développé une plate-Forme Web de test subjectif qui peut être facilement intégré dans une plate-Forme de crowd-Sourcing pour effectuer des tests subjectifs. Finalement, pour notre quatrième contribution, nous avons analysé l'impact des différents paramètres de qualité de service Web sur leur QoE. Nous avons également proposé un algorithme d'apprentissage automatique i.e. un système expert hybride rugueux basé sur la logique floue pour estimer objectivement la QoE des Web service
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