5,013 research outputs found

    Defining user perception of distributed multimedia quality

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    This article presents the results of a study that explored the human side of the multimedia experience. We propose a model that assesses quality variation from three distinct levels: the network, the media and the content levels; and from two views: the technical and the user perspective. By facilitating parameter variation at each of the quality levels and from each of the perspectives, we were able to examine their impact on user quality perception. Results show that a significant reduction in frame rate does not proportionally reduce the user's understanding of the presentation independent of technical parameters, that multimedia content type significantly impacts user information assimilation, user level of enjoyment, and user perception of quality, and that the device display type impacts user information assimilation and user perception of quality. Finally, to ensure the transfer of information, low-level abstraction (network-level) parameters, such as delay and jitter, should be adapted; to maintain the user's level of enjoyment, high-level abstraction quality parameters (content-level), such as the appropriate use of display screens, should be adapted

    Pervasive and standalone computing: The perceptual effects of variable multimedia quality.

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    The introduction of multimedia on pervasive and mobile communication devices raises a number of perceptual quality issues, however, limited work has been done examining the 3-way interaction between use of equipment, quality of perception and quality of service. Our work measures levels of informational transfer (objective) and user satisfaction (subjective)when users are presented with multimedia video clips at three different frame rates, using four different display devices, simulating variation in participant mobility. Our results will show that variation in frame-rate does not impact a user’s level of information assimilation, however, does impact a users’ perception of multimedia video ‘quality’. Additionally, increased visual immersion can be used to increase transfer of video information, but can negatively affect the users’ perception of ‘quality’. Finally, we illustrate the significant affect of clip-content on the transfer of video, audio and textual information, placing into doubt the use of purely objective quality definitions when considering multimedia presentations

    Assessing the quality of audio and video components in desktop multimedia conferencing

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    This thesis seeks to address the HCI (Human-Computer Interaction) research problem of how to establish the level of audio and video quality that end users require to successfully perform tasks via networked desktop videoconferencing. There are currently no established HCI methods of assessing the perceived quality of audio and video delivered in desktop videoconferencing. The transport of real-time speech and video information across new digital networks causes novel and different degradations, problems and issues to those common in the traditional telecommunications areas (telephone and television). Traditional assessment methods involve the use of very short test samples, are traditionally conducted outside a task-based environment, and focus on whether a degradation is noticed or not. But these methods cannot help establish what audio-visual quality is required by users to perform tasks successfully with the minimum of user cost, in interactive conferencing environments. This thesis addresses this research gap by investigating and developing a battery of assessment methods for networked videoconferencing, suitable for use in both field trials and laboratory-based studies. The development and use of these new methods helps identify the most critical variables (and levels of these variables) that affect perceived quality, and means by which network designers and HCI practitioners can address these problems are suggested. The output of the thesis therefore contributes both methodological (i.e. new rating scales and data-gathering methods) and substantive (i.e. explicit knowledge about quality requirements for certain tasks) knowledge to the HCI and networking research communities on the subjective quality requirements of real-time interaction in networked videoconferencing environments. Exploratory research is carried out through an interleaved series of field trials and controlled studies, advancing substantive and methodological knowledge in an incremental fashion. Initial studies use the ITU-recommended assessment methods, but these are found to be unsuitable for assessing networked speech and video quality for a number of reasons. Therefore later studies investigate and establish a novel polar rating scale, which can be used both as a static rating scale and as a dynamic continuous slider. These and further developments of the methods in future lab- based and real conferencing environments will enable subjective quality requirements and guidelines for different videoconferencing tasks to be established

    A MODEL FOR PREDICTING THE PERFORMANCE OF IP VIDEOCONFERENCING

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    With the incorporation of free desktop videoconferencing (DVC) software on the majority of the world's PCs, over the recent years, there has, inevitably, been considerable interest in using DVC over the Internet. The growing popularity of DVC increases the need for multimedia quality assessment. However, the task of predicting the perceived multimedia quality over the Internet Protocol (IP) networks is complicated by the fact that the audio and video streams are susceptible to unique impairments due to the unpredictable nature of IP networks, different types of task scenarios, different levels of complexity, and other related factors. To date, a standard consensus to define the IP media Quality of Service (QoS) has yet to be implemented. The thesis addresses this problem by investigating a new approach to assess the quality of audio, video, and audiovisual overall as perceived in low cost DVC systems. The main aim of the thesis is to investigate current methods used to assess the perceived IP media quality, and then propose a model which will predict the quality of audiovisual experience from prevailing network parameters. This thesis investigates the effects of various traffic conditions, such as, packet loss, jitter, and delay and other factors that may influence end user acceptance, when low cost DVC is used over the Internet. It also investigates the interaction effects between the audio and video media, and the issues involving the lip sychronisation error. The thesis provides the empirical evidence that the subjective mean opinion score (MOS) of the perceived multimedia quality is unaffected by lip synchronisation error in low cost DVC systems. The data-gathering approach that is advocated in this thesis involves both field and laboratory trials to enable the comparisons of results between classroom-based experiments and real-world environments to be made, and to provide actual real-world confirmation of the bench tests. The subjective test method was employed since it has been proven to be more robust and suitable for the research studies, as compared to objective testing techniques. The MOS results, and the number of observations obtained, have enabled a set of criteria to be established that can be used to determine the acceptable QoS for given network conditions and task scenarios. Based upon these comprehensive findings, the final contribution of the thesis is the proposal of a new adaptive architecture method that is intended to enable the performance of IP based DVC of a particular session to be predicted for a given network condition

    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

    The contrast effect: QoE of mixed video-qualities at the same time

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    In desktop multi-party video-conferencing videostreams of participants are delivered in different qualities, but we know little about how such composition of the screen affects the quality of experience. Do the different videostreams serve as indirect quality references and the perceived video quality is thus dependent on other streams in the same session? How is the relation between the perceived qualities of each stream and the perceived quality of the overall session? To answer these questions we conducted a crowdsourcing study, in which we gathered over 5000 perceived quality ratings of overall sessions and individual streams. Our results show a contrast effect: high quality streams are rated better when more low quality streams are co-present, and vice versa. In turn, the quality p

    Assessing the importance of audio/video synchronization for simultaneous translation of video sequences

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    Lip synchronization is considered a key parameter during interactive communication. In the case of video conferencing and television broadcasting, the differential delay between audio and video should remain below certain thresholds, as recommended by several standardization bodies. However, further research has also shown that these thresholds can be relaxed, depending on the targeted application and use case. In this article, we investigate the influence of lip sync on the ability to perform real-time language interpretation during video conferencing. Furthermore, we are also interested in determining proper lip sync visibility thresholds applicable to this use case. Therefore, we conducted a subjective experiment using expert interpreters, which were required to perform a simultaneous translation, and non-experts. Our results show that significant differences are obtained when conducting subjective experiments with expert interpreters. As interpreters are primarily focused on performing the simultaneous translation, lip sync detectability thresholds are higher compared with existing recommended thresholds. As such, primary focus and the targeted application and use case are important factors to be considered when selecting proper lip sync acceptability thresholds
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