122 research outputs found

    Quality of experience in telemeetings and videoconferencing: a comprehensive survey

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    Telemeetings such as audiovisual conferences or virtual meetings play an increasingly important role in our professional and private lives. For that reason, system developers and service providers will strive for an optimal experience for the user, while at the same time optimizing technical and financial resources. This leads to the discipline of Quality of Experience (QoE), an active field originating from the telecommunication and multimedia engineering domains, that strives for understanding, measuring, and designing the quality experience with multimedia technology. This paper provides the reader with an entry point to the large and still growing field of QoE of telemeetings, by taking a holistic perspective, considering both technical and non-technical aspects, and by focusing on current and near-future services. Addressing both researchers and practitioners, the paper first provides a comprehensive survey of factors and processes that contribute to the QoE of telemeetings, followed by an overview of relevant state-of-the-art methods for QoE assessment. To embed this knowledge into recent technology developments, the paper continues with an overview of current trends, focusing on the field of eXtended Reality (XR) applications for communication purposes. Given the complexity of telemeeting QoE and the current trends, new challenges for a QoE assessment of telemeetings are identified. To overcome these challenges, the paper presents a novel Profile Template for characterizing telemeetings from the holistic perspective endorsed in this paper

    Video Conference as a tool for Higher Education

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    The book describes the activities of the consortium member institutions in the framework of the TEMPUS IV Joint Project ViCES - Video Conferencing Educational Services (144650-TEMPUS-2008-IT-JPGR). In order to provide the basis for the development of a distance learning environment based on video conferencing systems and develop a blended learning courses methodology, the TEMPUS Project VICES (2009-2012) was launched in 2009. This publication collects the conclusion of the project and it reports the main outcomes together with the approach followed by the different partners towards the achievement of the project's goal. The book includes several contributions focussed on specific topics related to videoconferencing services, namely how to enable such services in educational contexts so that, the installation and deployment of videoconferencing systems could be conceived an integral part of virtual open campuses

    A requirement analysis for a multi-party conferencing testbed

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    Current videoconferencing services such as Skype and Google+Hangouts provide mechanisms for engaging in multi-party conversations. Although these services provide basic support, they lack functionalities that take into account the users roles and context. Currently, the multimedia research community is actively engaged in conducting experiments concerning Quality of Experi- ence (QoE). This paper provides a requirement analy- sis for a multi-party conferencing testbed, that is de- signed for conducting controlled telecommunication ex- periments for assessing QoE. A pre-study, in the form of an online survey, investigated the experience with pre- vious tools and identified the interest towards using the CWI tool for future studies. Requirements are derived through semi-structured interviews by looking into the experimental process and issues that stakeholders are currently facing. Results show that having the capabil- ity to pre-define the experimental conditions and man- ually adjust these throughout the experiment are inte- gral aspects within the tool. Furthermore, various con- trol possibilities to interact with the test participants are needed. Subjective assessment integration in the form of questionnaires and logging of technical condi- tions are important requirements to support the anal- ysis phase. Documentation, coding support and easy customizability are crucial aspects influencing the over- all tool usability. The listed requirements provide a framework for further development of QoE assessment tools in the area of telecommunication studies and, furthermore, contribute to the open-source development of the multi-party conferencing testbed

    Students’ Perception on the Use of Video Conferencing Software for Learning during the COVID-19 Pandemic

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    This study analyzes how students perceive the use of video conferencing software for educational purposes during the epidemic. During a pandemic, the researcher focuses on the students' use of Zoom, Google Meet, and Skype. This study's samples consist of six UIN Ar-Raniry English Language Department students with the online learning experience. This qualitative research collects data through interviews using purposive sampling. Several positive responses revealed that video conferencing software offers numerous advantages during the pandemic. Utilizing Zoom, Google Meet, and Skype is the most effective method for applying online learning throughout the pandemic's hard conditions. However, challenges such as adaptability to technological use, technical difficulties, and lack of computer literacy are inevitable

    A QoE study of different stream and layout configurations in video conferencing under limited network conditions

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    One particular problem of QoE research in video conferencing is, that most research in the past concentrated on one-to-one video conferencing or simply video consumption. However, video conferencing with two people (one-to-one) and within a group (multi-party) is different. Particularly, limitations of one participant might have an effect on the QoE of the whole group. This possible effect however is not well studied. Therefore, this paper aims to better understand the impact of individual limitations towards the groups QoE. To do so, we show a study about different video stream configurations and layouts for multi-party conferencing in respect to individual network limitations. For this, we conduct a user study with 20 participants in 5 groups, in a semi-controlled setup. Such a setup, combines supervising participants locally while still using our software infrastructure deployed in the internet. Furthermore, we use an asymmetric experiment design, by putting every participant under a different condition, as this proposes a more realistic scenario. Within our study, we look at three different factors: layout, video quality and network limitations. To foster conversation between participants, the group engaged in a discussion about different survival questions. Our findings show that packet loss and the resulting distortions have a greater impact on the QoE as reducing the video quality by its resolution. Furthermore, our findings indicate that participants are more satisfied in a visually equal layout (showing participants in a similar size) and a more balanced stream configuration

    Real-time Bandwidth Estimation from Offline Expert Demonstrations

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    In this work, we tackle the problem of bandwidth estimation (BWE) for real-time communication systems; however, in contrast to previous works, we leverage the vast efforts of prior heuristic-based BWE methods and synergize these approaches with deep learning-based techniques. Our work addresses challenges in generalizing to unseen network dynamics and extracting rich representations from prior experience, two key challenges in integrating data-driven bandwidth estimators into real-time systems. To that end, we propose Merlin, the first purely offline, data-driven solution to BWE that harnesses prior heuristic-based methods to extract an expert BWE policy. Through a series of experiments, we demonstrate that Merlin surpasses state-of-the-art heuristic-based and deep learning-based bandwidth estimators in terms of objective quality of experience metrics while generalizing beyond the offline world to in-the-wild network deployments where Merlin achieves a 42.85% and 12.8% reduction in packet loss and delay, respectively, when compared against WebRTC in inter-continental videoconferencing calls. We hope that Merlin's offline-oriented design fosters new strategies for real-time network control
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