9,395 research outputs found

    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

    Principles of Multimedia News Systems for Business Applications

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    In the past few years considerable demand for business oriented multimedia information systems has developed. A multimedia information system is one that can create, import, integrate, store, retrieve, edit, and delete two or more types of media materials in digital form, such as audio, image, full-motion video, and text information. Multimedia information systems play a central role in many business activities. They represent a very special class complex computing systems. This paper surveys a special type of multimedia information systems: multimedia news systems. Multimedia news systems deal with architectures to manage complex multimedia news databases, online presentation and distribution services or the integration of several existing services to meta-services using intelligent news retrieval engines. The leading presentation platform in multimedia news presentation is news networks providing television services and Internet content distribution. The primary focus is on advanced multimedia news systems infrastructure, document standards, application architecture and principles for multimedia news on the Web that suggest long-term trends in this increasingly important area.multimedia, information systems, business applications

    Developing a MovieBrowser for supporting analysis and browsing of movie content

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    There is a growing awareness of the importance of system evaluation directly with end-users in realistic environments, and as a result some novel applications have been deployed to the real world and evaluated in trial contexts. While this is certainly a desirable trend to relate a technical system to a real user-oriented perspective, most of these efforts do not involve end-user participation right from the start of the development, but only after deploying it. In this paper we describe our research in designing, deploying and assessing the impact of a web-based tool that incorporates multimedia techniques to support movie analysis and browsing for students of film studies. From the very start and throughout the development we utilize methodologies from usability engineering in order to feed in end-user needs and thus tailoring the underlying technical system to those needs. Starting by capturing real users’ current practices and matching them to the available technical elements of the system, we deployed an initial version of our system to University classes for a semester during which we obtained an extensive amount of rich usage data. We describe the process and some of the findings from this trial

    Crowdsourced Live Streaming over the Cloud

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    Empowered by today's rich tools for media generation and distribution, and the convenient Internet access, crowdsourced streaming generalizes the single-source streaming paradigm by including massive contributors for a video channel. It calls a joint optimization along the path from crowdsourcers, through streaming servers, to the end-users to minimize the overall latency. The dynamics of the video sources, together with the globalized request demands and the high computation demand from each sourcer, make crowdsourced live streaming challenging even with powerful support from modern cloud computing. In this paper, we present a generic framework that facilitates a cost-effective cloud service for crowdsourced live streaming. Through adaptively leasing, the cloud servers can be provisioned in a fine granularity to accommodate geo-distributed video crowdsourcers. We present an optimal solution to deal with service migration among cloud instances of diverse lease prices. It also addresses the location impact to the streaming quality. To understand the performance of the proposed strategies in the realworld, we have built a prototype system running over the planetlab and the Amazon/Microsoft Cloud. Our extensive experiments demonstrate that the effectiveness of our solution in terms of deployment cost and streaming quality

    Flow Level QoE of Video Streaming in Wireless Networks

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    The Quality of Experience (QoE) of streaming service is often degraded by frequent playback interruptions. To mitigate the interruptions, the media player prefetches streaming contents before starting playback, at a cost of delay. We study the QoE of streaming from the perspective of flow dynamics. First, a framework is developed for QoE when streaming users join the network randomly and leave after downloading completion. We compute the distribution of prefetching delay using partial differential equations (PDEs), and the probability generating function of playout buffer starvations using ordinary differential equations (ODEs) for CBR streaming. Second, we extend our framework to characterize the throughput variation caused by opportunistic scheduling at the base station, and the playback variation of VBR streaming. Our study reveals that the flow dynamics is the fundamental reason of playback starvation. The QoE of streaming service is dominated by the first moments such as the average throughput of opportunistic scheduling and the mean playback rate. While the variances of throughput and playback rate have very limited impact on starvation behavior.Comment: 14 page

    Service Platform for Converged Interactive Broadband Broadcast and Cellular Wireless

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    A converged broadcast and telecommunication service platform is presented that is able to create, deliver, and manage interactive, multimedia content and services for consumption on three different terminal types. The motivations of service providers for designing converged interactive multimedia services, which are crafted for their individual requirements, are investigated. The overall design of the system is presented with particular emphasis placed on the operational features of each of the sub-systems, the flows of media and metadata through the sub-systems and the formats and protocols required for inter-communication between them. The key features of tools required for creating converged interactive multimedia content for a range of different end-user terminal types are examined. Finally possible enhancements to this system are discussed. This study is of particular interest to those organizations currently conducting trials and commercial launches of DVB-H services because it provides them with an insight of the various additional functions required in the service provisioning platforms to provide fully interactive services to a range of different mobile terminal types

    Streaming and User Behaviour in Omnidirectional Videos

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    Omnidirectional videos (ODVs) have gone beyond the passive paradigm of traditional video, offering higher degrees of immersion and interaction. The revolutionary novelty of this technology is the possibility for users to interact with the surrounding environment, and to feel a sense of engagement and presence in a virtual space. Users are clearly the main driving force of immersive applications and consequentially the services need to be properly tailored to them. In this context, this chapter highlights the importance of the new role of users in ODV streaming applications, and thus the need for understanding their behaviour while navigating within ODVs. A comprehensive overview of the research efforts aimed at advancing ODV streaming systems is also presented. In particular, the state-of-the-art solutions under examination in this chapter are distinguished in terms of system-centric and user-centric streaming approaches: the former approach comes from a quite straightforward extension of well-established solutions for the 2D video pipeline while the latter one takes the benefit of understanding users’ behaviour and enable more personalised ODV streaming
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