10 research outputs found

    Linking an integrated framework with appropriate methods for measuring QoE

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    Quality of Experience (QoE) has recently gained recognition for being an important determinant of the success of new technologies. Despite the growing interest in QoE, research into this area is still fragmented. Similar - but separate - efforts are being carried out in technical as well as user oriented research domains, which are rarely communicating with each other. In this paper, we take a multidisciplinary approach and review both user oriented and technical definitions on Quality of Experience (including the related concept of User Experience). We propose a detailed and comprehensive framework that integrates both perspectives. Finally, we take a first step at linking methods for measuring QoE with this framework

    Linking users' subjective QoE evaluation to signal strength in an IEEE 802.11b/g wireless LAN environment

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    Although the literature on Quality of Experience (QoE) has boomed over the last few years, only a limited number of studies have focused on the relation between objective technical parameters and subjective user-centric indicators of QoE. Building on an overview of the related literature, this paper introduces the use of a software monitoring tool as part of an interdisciplinary approach to QoE measurement. In the presented study, a panel of test users evaluated a mobile web-browsing application (i.e., Wapedia) on a PDA in an IEEE 802.11b/g Wireless LAN environment by rating a number of key QoE dimensions on the device immediately after usage. This subjective evaluation was linked to the signal strength, monitored during PDA usage at four different locations in the test environment. The aim of this study is to assess and model the relation between the subjective evaluation of QoE and the (objective) signal strength in order to achieve future QoE optimization

    Performing QoE-measurements in an actual 3G network

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    Investigating the influence of QoS on personal evaluation behaviour in a mobile context

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    The efficiency of personal video suggestions generated by recommender systems is highly dependent on the quality of the obtained user feedback. This feedback has to reflect the personal interest in the content of the viewed video, to obtain accurate results. However, user feedback might undesirably be influenced by additional aspects such as the loading speed or the quality of the video. To date, this issue has received very little research attention. Therefore, this study investigates the direct influence of audio-visual quality parameters on explicit user feedback for the first time to our knowledge via a mobile, Living Lab experiment. This paper proposes a feedback model which takes the Quality of Service (QoS) parameters of the mobile network into account. This model can be used as an additional feedback filter for video recommendation systems that could help to eliminate the influences of QoS on explicit user feedback

    Proposed framework for evaluating quality of experience in a mobile, testbed-oriented living lab setting

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    The framework presented in this paper enables the evaluation of Quality of Experience (QoE) in a mobile, testbed-oriented Living Lab setting. As a result, it fits within the shift towards more user-centric approaches in innovation research and aims to bridge the gap between technical parameters and human experience factors. In view of this, Quality of Experience is seen as a multi-dimensional concept, which should be considered from an interdisciplinary perspective. Although several approaches for evaluating perceived QoE have been proposed in the past, they tend to focus on a limited number of objective dimensions and fail to grasp the subjective counterparts of users' experiences. We therefore propose a distributed architecture for monitoring network Quality of Service (QoS), context information and subjective user experience based on the functional requirements related to real-time experience measurements in real-life settings. This approach allows us to evaluate all relevant QoE-dimensions in a mobile context

    QoE Estimation of a Location-Based Mobile Game using on-body sensors and QoS-related data

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    The scope of this paper is the interdisciplinary measurement and modeling methodology of Quality of Experience (QoE) when playing a mobile location-based massively multiplayer online role-playing game (MMORPG) that places the virtual world on top of the real world using the user's location. The paper introduces the implementation of a re-usable mobile QoE measurement framework on the Android platform and illustrates how it was applied in a concrete case-study. In this respect, a multidimensional QoE prediction model consisting of both objective and subjective parameters is presented. In this model, test users' evaluations regarding feelings of amusement, absorption or engagement experienced while playing a popular location based mobile game (Parallel Kingdom) are taken into account and related to a set of objective QoS-related parameters, contextual data, and physiological data obtained from an on-body sensor. The latter evidences the intensity of physical activity of the test users during the gaming session, taking into account Metabolic Equivalent of Task (MET) measurements. Results of this study indicate that the test users' QoE was influenced by their physical effort, the data connection type used, and the playing context (e.g. interaction with other players). Despite of the fact of using a re-usable framework for QoE estimation, the analysis is limited to this particular popular (more than 100000 users) mobile game.status: publishe
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