1,064 research outputs found

    Dynamic optimization of the quality of experience during mobile video watching

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    Mobile video consumption through streaming is becoming increasingly popular. The video parameters for an optimal quality are often automatically determined based on device and network conditions. Current mobile video services typically decide on these parameters before starting the video streaming and stick to these parameters during video playback. However in a mobile environment, conditions may change significantly during video playback. Therefore, this paper proposes a dynamic optimization of the quality taking into account real-time data regarding network, device, and user movement during video playback. The optimization method is able to change the video quality level during playback if changing conditions require this. Through a user test, the dynamic optimization is compared with a traditional, static, quality optimization method. The results showed that our optimization can improve the perceived playback and video quality, especially under varying network conditions

    A smartphone agent for QoE evaluation and user classification over mobile networks

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    The continuous growth of mobile users and bandwidth-consuming applications and the shortage of radio resources put a serious challenge on how to efficiently exploit existing networks and contemporary improve Quality of Experience. One of the most relevant problem for network operators is thus to find an explicit relationship between QoS and QoE, for the purpose of maximizing the latter while saving precious resources. In order to accomplish this challenging task, we present TeleAbarth, an innovative Android application entirely developed at TelecomItalia Laboratories, able to contemporary collect network measurements and end-users quality feedback regarding the use of smartphone applications. We deployed TeleAbarth in a field experimentation in order to study the relationship between QoS and QoE for video streaming applications, in terms of downstream bandwidth and video loading time. On the basis of the results obtained, we propose a technique to classify user behavior through his or her reliability, sensibility and fairness

    Quality of experience driven control of interactive media stream parameters

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    In recent years, cloud computing has led to many new kinds of services. One of these popular services is cloud gaming, which provides the entire game experience to the users remotely from a server, but also other applications are provided in a similar manner. In this paper we focus on the option to render the application in the cloud, thereby delivering the graphical output of the application to the user as a video stream. In more general terms, an interactive media stream is set up over the network between the user's device and the cloud server. The main issue with this approach is situated at the network, that currently gives little guarantees on the quality of service in terms of parameters such as available bandwidth, latency or packet loss. However, for interactive media stream cases, the user is merely interested in the perceived quality, regardless of the underlaying network situation. In this paper, we present an adaptive control mechanism that optimizes the quality of experience for the use case of a race game, by trading off visual quality against frame rate in function of the available bandwidth. Practical experiments verify that QoE driven adaptation leads to improved user experience compared to systems solely taking network characteristics into account

    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

    A QoE based performance study of mobile peer-to-peer live video streaming

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    Peer-to-peer (P2P) Mobile Ad Hoc Networks (MANETs) are widely envisioned to be a practical platform to mobile live video streaming applications (e.g., mobile IPTV). However, the performance of such a streaming solution is still largely unknown. As such, in this paper, we aim to quantify the streaming performance using a Quality of Experience (QoE) based approach. Our simulation results indicate that video streaming performance is highly sensitive to the video chunk size. Specifically, if the chunk size is small, performance, in terms of both QoE and QoS, is guaranteed but at the expense of a higher overhead. On the other hand, if chunk size is increased, performance can degrade quite rapidly. Thus, it needs some careful fine tuning of chunk size to obtain satisfactory QoE performance. © 2012 IEEE.published_or_final_versio
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