37,780 research outputs found

    QoE Modelling, Measurement and Prediction: A Review

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    In mobile computing systems, users can access network services anywhere and anytime using mobile devices such as tablets and smart phones. These devices connect to the Internet via network or telecommunications operators. Users usually have some expectations about the services provided to them by different operators. Users' expectations along with additional factors such as cognitive and behavioural states, cost, and network quality of service (QoS) may determine their quality of experience (QoE). If users are not satisfied with their QoE, they may switch to different providers or may stop using a particular application or service. Thus, QoE measurement and prediction techniques may benefit users in availing personalized services from service providers. On the other hand, it can help service providers to achieve lower user-operator switchover. This paper presents a review of the state-the-art research in the area of QoE modelling, measurement and prediction. In particular, we investigate and discuss the strengths and shortcomings of existing techniques. Finally, we present future research directions for developing novel QoE measurement and prediction technique

    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

    Modelling human factors in perceptual multimedia quality: On the role of personality and culture

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    Perception of multimedia quality is shaped by a rich interplay between system, context, and human factors. While system and context factors are widely researched, few studies in this area consider human factors as sources of systematic variance. This paper presents an analysis on the influence of personality (Five-Factor Model) and cultural traits (Hofstede Model) on the perception of multimedia quality. A set of 144 video sequences (from 12 short movie excerpts) were rated by 114 participants from a cross-cultural population, producing 1232 ratings. On this data, three models are compared: a baseline model that only considers system factors; an extended model that includes personality and culture as human factors; and an optimistic model in which each participant is modeled as a random effect. An analysis shows that personality and cultural traits represent 9.3% of the variance attributable to human factors while human factors overall predict an equal or higher proportion of variance compared to system factors. In addition, the quality-enjoyment correlation varied across the movie excerpts. This suggests that human factors play an important role in perceptual multimedia quality, but further research to explore moderation effects and a broader range of human factors is warranted

    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

    Beautiful and damned. Combined effect of content quality and social ties on user engagement

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    User participation in online communities is driven by the intertwinement of the social network structure with the crowd-generated content that flows along its links. These aspects are rarely explored jointly and at scale. By looking at how users generate and access pictures of varying beauty on Flickr, we investigate how the production of quality impacts the dynamics of online social systems. We develop a deep learning computer vision model to score images according to their aesthetic value and we validate its output through crowdsourcing. By applying it to over 15B Flickr photos, we study for the first time how image beauty is distributed over a large-scale social system. Beautiful images are evenly distributed in the network, although only a small core of people get social recognition for them. To study the impact of exposure to quality on user engagement, we set up matching experiments aimed at detecting causality from observational data. Exposure to beauty is double-edged: following people who produce high-quality content increases one's probability of uploading better photos; however, an excessive imbalance between the quality generated by a user and the user's neighbors leads to a decline in engagement. Our analysis has practical implications for improving link recommender systems.Comment: 13 pages, 12 figures, final version published in IEEE Transactions on Knowledge and Data Engineering (Volume: PP, Issue: 99

    Selecting films for sex research: Gender differences in erotic film preference

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    The official published version can be obtained from the link below.The aim of this study was to explore gender differences in sexual responsiveness to erotic films that had been selected for their differential appeal for men and women. A secondary objective was to identify variables that influence sexual arousal and explore whether these variables differ for men and women. Fifteen men (M age = 26 yrs) and 17 women (M age = 24 yrs) were presented with 20 film clips depicting heterosexual interactions, half of which were female- and the other half male-selected, and were asked to rate the clips on a number of dimensions. Overall, men found the film clips more sexually arousing than did the women. Gender differences in arousal were negligible for female-selected clips but substantial for male-selected clips. Furthermore, men and women experienced higher levels of sexual arousal to clips selected for individuals of their own gender. Cluster regression analyses, explaining 77% of the variance for male and 65% for female participants, revealed that men's sexual arousal was dependent upon the attractiveness of the female actor, feeling interested, and both imagining oneself as a participant and watching as an observer. For women, with all variables entered, only imagining oneself as a participant contributed to sexual arousal ratings. The findings suggest that how films are selected in sex research is an important variable in predicting levels of sexual arousal reported by men and women
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