10 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

    ViCoCoS-3D: Videoconferencing common scenes

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    This paper presents a 3D video dataset containing sequences with typical content from videoconferencing scenarios. The objective of this dataset is to provide freely-available sequences for the research community to support the develop-ment and evaluation of processing techniques applicable to 3D videoconferencing systems. Therefore, a detailed description of the generation process and the content characteristics is provided, together with insights of possible applications of the datase

    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

    1Mbps is enough: video quality and individual idiosyncrasies in multiparty HD video-conferencing

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    Most video platforms deliver HD video in high bitrate encoding. Modern video-conferencing systems are capable of handling HD streams, but using multiparty conferencing, average internet connections in the home are on their bandwidth limit. For properly managing the encoding bitrate in videoconferencing, we must know what is the minimum bitrate requirement to provide users an acceptable experience, and what is the bitrate level after which QoE saturates?. Most available subjective studies in this area used rather dated technologies. We report on a multiparty study on video quality with HD resolution. We tested different encoding bitrates (256kbs, 1024kbs and 4096kbs) and packet loss rates (0, 0.5%) in groups of 4 participants with a

    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

    Faces in the Clouds: Long-Duration, Multi-User, Cloud-Assisted Video Conferencing

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    Multi-user video conferencing is a ubiquitous technology. Increasingly end-hosts in a conference are assisted by cloud-based servers that improve the quality of experience for end users. This paper evaluates the impact of strategies for placement of such servers on user experience and deployment cost. We consider scenarios based upon the Amazon EC2 infrastructure as well as future scenarios in which cloud instances can be located at a larger number of possible sites across the planet. We compare a number of possible strategies for choosing which cloud locations should host services and how traffic should route through them. Our study is driven by real data to create demand scenarios with realistic geographical user distributions and diurnal behaviour. We conclude that on the EC2 infrastructure a well chosen static selection of servers performs well but as more cloud locations are available a dynamic choice of servers becomes important

    MediaSync: Handbook on Multimedia Synchronization

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    This book provides an approachable overview of the most recent advances in the fascinating field of media synchronization (mediasync), gathering contributions from the most representative and influential experts. Understanding the challenges of this field in the current multi-sensory, multi-device, and multi-protocol world is not an easy task. The book revisits the foundations of mediasync, including theoretical frameworks and models, highlights ongoing research efforts, like hybrid broadband broadcast (HBB) delivery and users' perception modeling (i.e., Quality of Experience or QoE), and paves the way for the future (e.g., towards the deployment of multi-sensory and ultra-realistic experiences). Although many advances around mediasync have been devised and deployed, this area of research is getting renewed attention to overcome remaining challenges in the next-generation (heterogeneous and ubiquitous) media ecosystem. Given the significant advances in this research area, its current relevance and the multiple disciplines it involves, the availability of a reference book on mediasync becomes necessary. This book fills the gap in this context. In particular, it addresses key aspects and reviews the most relevant contributions within the mediasync research space, from different perspectives. Mediasync: Handbook on Multimedia Synchronization is the perfect companion for scholars and practitioners that want to acquire strong knowledge about this research area, and also approach the challenges behind ensuring the best mediated experiences, by providing the adequate synchronization between the media elements that constitute these experiences

    Gaze Awareness in Computer-Mediated Collaborative Physical Tasks

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    Human eyes play an important role in everyday social interactions. However, the cues provided by eye movements are often missing or difficult to interpret in computer-mediated remote collaboration. Motivated by the increasing availability of gaze-tracking devices in the consumer market and the growing need for improved remotecollaboration systems, this thesis evaluated the value of gaze awareness in a number of video-based remote-collaboration situations. This thesis comprises six publications which enhance our understanding of the everyday use of gaze-tracking technology and the value of shared gaze to remote collaborations in the physical world. The studies focused on a variety of collaborative scenarios involving different camera configurations (stationary, handheld, and head-mounted cameras), display setups (screen-based and projection displays), mobility requirements (stationary and mobile tasks), and task characteristics (pointing and procedural tasks). The aim was to understand the costs and benefits of shared gaze in video-based collaborative physical tasks. The findings suggest that gaze awareness is useful in remote collaboration for physical tasks. Shared gaze enables efficient communication of spatial information, helps viewers to predict task-relevant intentions, and enables improved situational awareness. However, different contextual factors can influence the utility of shared gaze. Shared gaze was more useful when the collaborative task involved communicating pointing information instead of procedural information, the collaborators were mutually aware of the shared gaze, and the quality of gaze-tracking was accurate enough to meet the task requirements. In addition, the results suggest that the collaborators’ roles can also affect the perceived utility of shared gaze. Methodologically, this thesis sets a precedent in shared gaze research by reporting the objective gaze data quality achieved in the studies and also provides tools for other researchers to objectively view gaze data quality in different research phases. The findings of this thesis can contribute towards designing future remote-collaboration systems; towards the vision of pervasive gaze-based interaction; and towards improved validity, repeatability, and comparability of research involving gaze trackers
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