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2016 Eighth International Conference on Quality of Multimedia Experience (QoMEX)最新文献

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On user-centric analysis and prediction of QoE for video streaming using empirical measurements 以用户为中心的视频流QoE的实证分析与预测
Pub Date : 2016-06-06 DOI: 10.1109/QoMEX.2016.7498962
Maria Plakia, Michalis Katsarakis, Paulos Charonyktakis, M. Papadopouli, Ioannis Markopoulos
Assessing the impact of different network conditions on user experience is important for improving the telecommunication services. We have developed a modular framework that includes monitoring and data collection tools and algorithms for user-centric analysis and prediction of the QoE in video streaming. The MLQoE employs several machine learning (ML) algorithms and tunes their hyper-parameters. It dynamically selects the ML algorithm that exhibits the best performance and its parameters automatically based on the input (e.g., network and systems metrics). We applied the MLQoE for predicting the QoE of the video streaming service in the context of two field studies, one performed in the production environment of a large telecom operator and the other at our Institute. The analysis indicated the parameters with the dominant impact on the perceived QoE and revealed that the QoE vary across users. This motivates the use of customized adaptation mechanisms in video streaming under network performance degradation. The MLQoE results in fairly accurate predictions e.g., a median error in predicting the QoE of 0.0991 and 0.5517 in the first (second) field study, respectively, on the MOS scale.
评估不同网络条件对用户体验的影响,对于改善电信服务具有重要意义。我们开发了一个模块化框架,其中包括监控和数据收集工具以及算法,用于以用户为中心的视频流QoE分析和预测。MLQoE采用了几种机器学习(ML)算法,并调整了它们的超参数。它动态选择表现出最佳性能的ML算法及其参数自动基于输入(例如,网络和系统指标)。我们在两个实地研究的背景下应用MLQoE来预测视频流服务的QoE,一个是在大型电信运营商的生产环境中进行的,另一个是在我们研究所进行的。分析表明,对感知生活质量有主导影响的参数,并揭示了不同用户的生活质量存在差异。这促使在网络性能下降的视频流中使用自定义适应机制。MLQoE的预测结果相当准确,例如,第一(第二)次实地研究在MOS量表上预测QoE的中位误差分别为0.0991和0.5517。
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引用次数: 8
QoE-aware service delivery: A joint-venture approach for content and network providers 面向qos的服务交付:内容和网络提供商的合资方法
Pub Date : 2016-06-06 DOI: 10.1109/QoMEX.2016.7498972
Arslan Ahmad, Alessandro Floris, L. Atzori
The objective of this work is the investigation of a possible collaboration between Over-The-Top (OTTs) service providers and Internet Service Providers (ISPs), which is centered around the Quality of Experience (QoE). Initially, we define a reference architecture with the required modules and interfaces for the interaction between the two providers. Then, we focus on the modeling of the revenue, whose maximization drives the collaboration. It is considered as depending on the user churn, which in turn is affected by the QoE and is modeled using the Sigmoid function. We illustrate simulation results based on our proposed collaboration approach which highlights how the proposed strategy increases the revenue generation and QoE for both players hence providing a ground for ISP to join the loop of revenue generation between OTT and users.
这项工作的目标是调查ott服务提供商和互联网服务提供商(isp)之间可能的合作,以体验质量(QoE)为中心。最初,我们定义了一个参考体系结构,其中包含两个提供者之间交互所需的模块和接口。然后,我们将重点放在收益的建模上,其最大化驱动了合作。它被认为取决于用户流失率,而用户流失率又受到QoE的影响,并使用Sigmoid函数进行建模。我们根据我们提出的协作方法说明了仿真结果,该方法强调了所提出的策略如何增加双方的创收和QoE,从而为ISP加入OTT和用户之间的创收循环提供了基础。
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引用次数: 15
Relationship between hedonic preference and audio quality in tests of music production quality 音乐制作质量测试中享乐偏好与音质的关系
Pub Date : 2016-06-06 DOI: 10.1109/QoMEX.2016.7498937
A. Wilson, B. Fazenda
In many subjective listening tests, audio is evaluated on either “quality” or “preference”. These terms are often conflated. Little evidence has been gathered which explains the subtle differences between these terms in audio perception - we may not necessarily prefer high-quality audio samples. In the case of music, hedonic preference is strongly related to familiarity with the audio samples, which is informed by one's musical tastes, itself based on autobiographical memory. However, for unfamiliar music, the two concepts can overlap considerably. This paper will explore the relationship between these two concepts in three experiments - with familiar music, unfamiliar music and alternate mixes of an unfamiliar song. It was shown that quality ratings and like ratings become more correlated when familiarity is removed and also when inter-song variation is removed. For the case of music mixes, both concepts are strongly correlated (R2=0.82), although there are subtle differences in the ways these ratings were described by participants.
在许多主观听力测试中,音频是根据“质量”或“偏好”来评估的。这些术语经常被混为一谈。几乎没有证据可以解释这些术语在音频感知方面的细微差异——我们可能不一定更喜欢高质量的音频样本。就音乐而言,享乐偏好与对音频样本的熟悉程度密切相关,这是由一个人的音乐品味决定的,而音乐品味本身是基于自传式记忆的。然而,对于不熟悉的音乐,这两个概念可能会有很大的重叠。本文将在三个实验中探讨这两个概念之间的关系-熟悉的音乐,不熟悉的音乐和不熟悉的歌曲的交替混音。研究表明,当去除熟悉度和歌曲间的变化时,质量评级和喜欢评级变得更加相关。对于音乐混合的情况,这两个概念是强烈相关的(R2=0.82),尽管参与者在描述这些评级的方式上有细微的差异。
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引用次数: 6
Analysis and QoE evaluation of cloud gaming service adaptation under different network conditions: The case of NVIDIA GeForce NOW 不同网络条件下云游戏服务适配分析及QoE评价——以NVIDIA GeForce NOW为例
Pub Date : 2016-06-06 DOI: 10.1109/QoMEX.2016.7498968
M. Sužnjević, Iva Slivar, Lea Skorin-Kapov
Cloud gaming represents a highly interactive service whereby game logic is rendered in the cloud and streamed as a video to end devices. While benefits include the ability to stream high-quality graphics games to practically any end user device, drawbacks include high bandwidth requirements and very low latency. Consequently, a challenge faced by cloud gaming service providers is the design of algorithms for adapting video streaming parameters to meet the end user system and network resource constraints. In this paper, we conduct an analysis of the commercial NVIDIA GeForce NOW game streaming platform adaptation mechanisms in light of variable network conditions. We further conduct an empirical user study involving the GeForce NOW platform to assess player Quality of Experience when such adaptation mechanisms are employed. The results provide insight into limitations of the currently deployed mechanisms, as well as aim to provide input for the proposal of designing future video encoding adaptation strategies.
云游戏代表了一种高度互动的服务,游戏逻辑在云中呈现,并作为视频流传输到终端设备。虽然它的优点是能够将高质量的图像游戏传输到几乎任何终端用户设备上,但缺点是带宽要求高,延迟很低。因此,云游戏服务提供商面临的一个挑战是设计适应视频流参数的算法,以满足最终用户系统和网络资源的限制。本文针对不同的网络条件,分析了商用NVIDIA GeForce NOW游戏流媒体平台的自适应机制。我们进一步进行了一项涉及GeForce NOW平台的经验用户研究,以评估采用这种适应机制时玩家的体验质量。研究结果揭示了目前部署的机制的局限性,并旨在为设计未来视频编码适应策略的建议提供输入。
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引用次数: 26
1Mbps is enough: Video quality and individual idiosyncrasies in multiparty HD video-conferencing 1Mbps就足够了:多方高清视频会议的视频质量和个人特性
Pub Date : 2016-06-01 DOI: 10.1109/QoMEX.2016.7498961
Marwin Schmitt, J. Redi, Pablo César, D. Bulterman
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 scenario based on the ITU building blocks task. We discuss the influence of group interaction and individual idiosyncrasies based on different mixed models, and look at covariates engagement and enjoyment as further explanatory factors. We found that 256kbs is still sufficient to provide a fair overall experience, but video quality is noticed to be poor. On the higher bitrate end, most people will not perceive the difference between 1024kbs and 4096kbs, considering in both cases the quality to be close to excellent. Independent on bitrate, packet loss has a small but significant impact, quantifiable in, on average, less than half a point difference on a 5-point ITU scale.
大多数视频平台以高比特率编码提供高清视频。现代视频会议系统能够处理高清数据流,但使用多方会议时,家庭的平均互联网连接受到带宽限制。为了正确管理视频会议中的编码比特率,我们必须知道为用户提供可接受的体验所需的最小比特率是多少,以及QoE饱和的比特率是多少。在这一领域,大多数现有的主观研究都使用了相当过时的技术。我们报告了一项关于高清分辨率视频质量的多方研究。我们测试了不同的编码比特率(256kbs、1024kbs和4096kbs)和丢包率(0,0.5%),每组4人,基于ITU构建块任务的场景。我们基于不同的混合模型讨论了群体互动和个人特质的影响,并将协变量参与度和享受作为进一步的解释因素。我们发现256kbs仍然足以提供公平的整体体验,但视频质量很差。在比特率较高的一端,大多数人不会感觉到1024kbs和4096kbs之间的差异,因为在这两种情况下,质量都接近优秀。在不考虑比特率的情况下,丢包的影响虽小但意义重大,在ITU的5分制中,丢包的影响平均不到0.5分。
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引用次数: 17
Understanding how image quality affects deep neural networks 了解图像质量如何影响深度神经网络
Pub Date : 2016-04-14 DOI: 10.1109/QoMEX.2016.7498955
Samuel F. Dodge, Lina Karam
Image quality is an important practical challenge that is often overlooked in the design of machine vision systems. Commonly, machine vision systems are trained and tested on high quality image datasets, yet in practical applications the input images can not be assumed to be of high quality. Recently, deep neural networks have obtained state-of-the-art performance on many machine vision tasks. In this paper we provide an evaluation of 4 state-of-the-art deep neural network models for image classification under quality distortions. We consider five types of quality distortions: blur, noise, contrast, JPEG, and JPEG2000 compression. We show that the existing networks are susceptible to these quality distortions, particularly to blur and noise. These results enable future work in developing deep neural networks that are more invariant to quality distortions.
图像质量是机器视觉系统设计中经常被忽视的一个重要的实际问题。通常,机器视觉系统是在高质量的图像数据集上训练和测试的,但在实际应用中,不能假设输入的图像是高质量的。近年来,深度神经网络在许多机器视觉任务上取得了最先进的性能。在本文中,我们提供了4个最先进的深度神经网络模型在质量失真图像分类的评估。我们考虑了五种类型的质量失真:模糊、噪声、对比度、JPEG和JPEG2000压缩。我们表明,现有的网络容易受到这些质量失真的影响,特别是模糊和噪声。这些结果使未来的工作能够开发对质量失真更不变性的深度神经网络。
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引用次数: 619
期刊
2016 Eighth International Conference on Quality of Multimedia Experience (QoMEX)
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