4,580 research outputs found

    Exploring Outliers in Crowdsourced Ranking for QoE

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    Outlier detection is a crucial part of robust evaluation for crowdsourceable assessment of Quality of Experience (QoE) and has attracted much attention in recent years. In this paper, we propose some simple and fast algorithms for outlier detection and robust QoE evaluation based on the nonconvex optimization principle. Several iterative procedures are designed with or without knowing the number of outliers in samples. Theoretical analysis is given to show that such procedures can reach statistically good estimates under mild conditions. Finally, experimental results with simulated and real-world crowdsourcing datasets show that the proposed algorithms could produce similar performance to Huber-LASSO approach in robust ranking, yet with nearly 8 or 90 times speed-up, without or with a prior knowledge on the sparsity size of outliers, respectively. Therefore the proposed methodology provides us a set of helpful tools for robust QoE evaluation with crowdsourcing data.Comment: accepted by ACM Multimedia 2017 (Oral presentation). arXiv admin note: text overlap with arXiv:1407.763

    Service Migration from Cloud to Multi-tier Fog Nodes for Multimedia Dissemination with QoE Support.

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    A wide range of multimedia services is expected to be offered for mobile users via various wireless access networks. Even the integration of Cloud Computing in such networks does not support an adequate Quality of Experience (QoE) in areas with high demands for multimedia contents. Fog computing has been conceptualized to facilitate the deployment of new services that cloud computing cannot provide, particularly those demanding QoE guarantees. These services are provided using fog nodes located at the network edge, which is capable of virtualizing their functions/applications. Service migration from the cloud to fog nodes can be actuated by request patterns and the timing issues. To the best of our knowledge, existing works on fog computing focus on architecture and fog node deployment issues. In this article, we describe the operational impacts and benefits associated with service migration from the cloud to multi-tier fog computing for video distribution with QoE support. Besides that, we perform the evaluation of such service migration of video services. Finally, we present potential research challenges and trends

    Understanding user experience of mobile video: Framework, measurement, and optimization

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    Since users have become the focus of product/service design in last decade, the term User eXperience (UX) has been frequently used in the field of Human-Computer-Interaction (HCI). Research on UX facilitates a better understanding of the various aspects of the user’s interaction with the product or service. Mobile video, as a new and promising service and research field, has attracted great attention. Due to the significance of UX in the success of mobile video (Jordan, 2002), many researchers have centered on this area, examining users’ expectations, motivations, requirements, and usage context. As a result, many influencing factors have been explored (Buchinger, Kriglstein, Brandt & Hlavacs, 2011; Buchinger, Kriglstein & Hlavacs, 2009). However, a general framework for specific mobile video service is lacking for structuring such a great number of factors. To measure user experience of multimedia services such as mobile video, quality of experience (QoE) has recently become a prominent concept. In contrast to the traditionally used concept quality of service (QoS), QoE not only involves objectively measuring the delivered service but also takes into account user’s needs and desires when using the service, emphasizing the user’s overall acceptability on the service. Many QoE metrics are able to estimate the user perceived quality or acceptability of mobile video, but may be not enough accurate for the overall UX prediction due to the complexity of UX. Only a few frameworks of QoE have addressed more aspects of UX for mobile multimedia applications but need be transformed into practical measures. The challenge of optimizing UX remains adaptations to the resource constrains (e.g., network conditions, mobile device capabilities, and heterogeneous usage contexts) as well as meeting complicated user requirements (e.g., usage purposes and personal preferences). In this chapter, we investigate the existing important UX frameworks, compare their similarities and discuss some important features that fit in the mobile video service. Based on the previous research, we propose a simple UX framework for mobile video application by mapping a variety of influencing factors of UX upon a typical mobile video delivery system. Each component and its factors are explored with comprehensive literature reviews. The proposed framework may benefit in user-centred design of mobile video through taking a complete consideration of UX influences and in improvement of mobile videoservice quality by adjusting the values of certain factors to produce a positive user experience. It may also facilitate relative research in the way of locating important issues to study, clarifying research scopes, and setting up proper study procedures. We then review a great deal of research on UX measurement, including QoE metrics and QoE frameworks of mobile multimedia. Finally, we discuss how to achieve an optimal quality of user experience by focusing on the issues of various aspects of UX of mobile video. In the conclusion, we suggest some open issues for future study

    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

    Quality of experience and HTTP adaptive streaming: a review of subjective studies

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    HTTP adaptive streaming technology has become widely spread in multimedia services because of its ability to provide adaptation to characteristics of various viewing devices and dynamic network conditions. There are various studies targeting the optimization of adaptation strategy. However, in order to provide an optimal viewing experience to the end-user, it is crucial to get knowledge about the Quality of Experience (QoE) of different adaptation schemes. This paper overviews the state of the art concerning subjective evaluation of adaptive streaming QoE and highlights the challenges and open research questions related to QoE assessment

    Quality assessment and usage behavior of a mobile voice-over-IP service

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    Voice-over-IP (VoIP) services offer users a cheap alternative to the traditional mobile operators to make voice calls. Due to the increased capabilities and connectivity of mobile devices, these VoIP services are becoming increasingly popular on the mobile platform. Understanding the user's usage behavior and quality assessment of the VoIP service plays a key role in optimizing the Quality of Experience (QoE) and making the service to succeed or to fail. By analyzing the usage and quality assessments of a commercial VoIP service, this paper identifies device characteristics, context parameters, and user aspects that influence the usage behavior and experience during VoIP calls. Whereas multimedia services are traditionally evaluated by monitoring usage and quality for a limited number of test subjects and during a limited evaluation period, this study analyzes the service usage and quality assessments of more than thousand users over a period of 120 days. This allows to analyze evolutions in the usage behavior and perceived quality over time, which has not been done up to now for a widely-used, mobile, multimedia service. The results show a significant evolution over time of the number of calls, the call duration, and the quality assessment. The time of the call, the used network, and handovers during the call showed to have a significant influence on the users' quality assessments
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