10 research outputs found

    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

    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

    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

    QoE TestBed

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    A QoE Testbed for socially aware video-mediated group communication

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    Video-Mediated group communication is filtering into everyday use, as commercial products enable people to connect with friends and relatives. Current solutions provide basic support, so that communication can happen, but do they enable conversations? This paper argues that the purpose and the context of the conversation are influential factors that are rarely taken into consideration. The aim should be on the development of underlying mechanisms that can seamless palliate the effects of networking variances (e.g., delays) and optimize media and connection for every single participant. In particular, our interest is on how to improve remote multi-party gatherings by dynamically adjusting network and communication parameters, depending on the ongoing conversation. If we are to provide a software component that can, in real-time, monitor the Quality of Experience (QoE), we would have to carry out extensive experiments under different varying (but controllable) conditions. Unfortunately, there are no tools available that provide us the required fined-grained level of control. This paper reports on our efforts implementing such a testbed. It provides the experiment conductor with the possibility of modifying and monitoring network and media conditions in real-time

    Methods for human-centered evaluation of MediaSync in real-time communication

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    In an ideal world people interacting using real-time multimedia links experience perfectly synchronized media, and there is no latency of transmission: the interlocutors would hear and see each other with no delay. Methods to achieve the former are discussed in other chapters in this book, but for a variety of practical and physical reasons, delay-free communication will never be possible. In some cases, the delay will be very obvious since it will be possible to observe the reaction time of the listeners modified by the delay, or there may be some acoustic echo from the listeners' audio equipment. However, in the absence of echo, the users themselves do not always explicitly notice the presence of delay, even for quite large values. Typically, they notice something is wrong (for example "we kept interrupting each other!"), but are unable to define what it is. Some useful insights into the impact of delay on a conversation can be obtained from the linguistic discipline o
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