863 resultados para User perceived video quality on mobile devices


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In this thesis programmatic, application-layer means for better energy-efficiency in the VoIP application domain are studied. The work presented concentrates on optimizations which are suitable for VoIP-implementations utilizing SIP and IEEE 802.11 technologies. Energy-saving optimizations can have an impact on perceived call quality, and thus energy-saving means are studied together with those factors affecting perceived call quality. In this thesis a general view on a topic is given. Based on theory, adaptive optimization schemes for dynamic controlling of application's operation are proposed. A runtime quality model, capable of being integrated into optimization schemes, is developed for VoIP call quality estimation. Based on proposed optimization schemes, some power consumption measurements are done to find out achievable advantages. Measurement results show that a reduction in power consumption is possible to achieve with the help of adaptive optimization schemes.

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The intent of this research was to develop a model that describes the extent to which customer behavioral intentions are influenced by service quality, customer satisfaction and customer perceived value in the business-to-business service context. Research on customer behavioral intentions is quite fragmented and no generalized model has been presented. Thus, there was need for empirical testing. This study builds on the services marketing theory and assesses the relationships between the identified constructs. The data for the empirical analysis was collected via a quantitative online survey and a total of 226 usable responses were obtained for further analysis. The model was tested in an employment agency service setting. The measures used in this survey were first assessed by using confirmatory factor analysis (CFA) after which the hypothesized relationships were further verified using structural equation modeling (SEM) in LISREL 8.80. The analysis identified that customer satisfaction played a pivotal role in the model as it was the only direct antecedent of customer behavioral intentions, however, customer perceived value showed a strong indirect impact on buying intentions via customer satisfaction. In contrast to what was hypothesized, service quality and customer perceived value did not have a direct positive effect on behavioral intentions. Also, a contradicting finding with current literature was that sacrifice was argued to have a direct but positive impact on customer perceived value. Based on the findings in this study, managers should carefully think of their service strategies that lead to their customers’ favorable behavioral intentions.

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Kuluttajat käyttävät sisältöpohjaisia digitaalisia palveluita jatkuvasti saadakseen lisää tietoa terveydestään. Samalla he arvioivat käyttämiensä palveluiden laatua. Jotta yritykset voisivat suunnitella ja tarjota parhaita mahdollisia digitaalisia palveluita kuluttajille, yritysten tulisi tunnistaa ja analysoida kuluttajien kokemuksia ja käyttötarkoituksia heidän palveluissaan. Tämän tutkimuksen tarkoituksena on kuvailla kuluttajien näkemyksiä Masennusinfo.fi:stä, joka on sisältöpohjainen digitaalinen palvelu, ja joka tarjoaa käyttäjilleen tietoa masennuksesta. Päämääränä on selvittää, kuinka kuluttajat kokevat lääkeyrityksen tarjoaman palvelun laadun ja mihin tarkoituksiin sitä käytetään. Tutkimuksen tarkoitus voidaan jakaa kolmeen osa-ongelmaan: Mihin tarkoituksiin kuluttajat käyttävät sisältöpohjaisia digitaalisia palveluita? Miten kuluttajat kokevat näiden palveluiden laadun? Kuinka käyttötarkoitus ja koettu laatu eroavat eri käyttäjäryhmissä? Tutkimus toteutetaan web-pohjaisella kyselytutkimuksella. Mittarit tehdään teoreettisen viitekehyksen pohjalta, joka perustuu aikaisempaan tutkimukseen. Tutkimuksen empiirinen osuus suoritetaan pop-up tutkimuksella, joka sijoitetaan tutkittavalle sivustolle antaen näin kaikille palvelun käyttäjille mahdollisuuden vastata kyselyyn. Tulokset osoittavat, että palvelua käyttävät suurimmaksi osaksi naiset, suhteellisen nuoret 16−29- vuotiaat, tai yli keski-ikäiset 50−65-vuotiaat henkilöt, jotka ovat joko työssäkäyviä tai opiskelijoita ja korkeasti koulutettuja. Masennusinfo.fi nähdään laadukkaana palveluna kaikissa käyttäjäryhmissä sekä sen käytettävyyden että sisällön perusteella. Käyttötarkoituksetkin ovat jokseenkin samankaltaisia eri käyttäjäryhmissä. Yleensä palvelua käytetään tiedon hakemiseen sairauden alkuvaiheessa. Löydöksien perusteella esitetään, että palvelua muokataan vastaamaan yhä paremmin sen käyttötarkoituksia ja tyypillistä käyttäjäprofiilia. Koska muutamia pieniä eroja käyttäjäryhmien näkemyksissä havaittiin, palveluiden tuottaja päättää, minkä ryhmän mieltymyksiä se noudattaa.

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Human-Centered Design (HCD) is a well-recognized approach to the design of interactive computing systems that supports everyday and professional lives of people. To that end, the HCD approach put central emphasis on the explicit understanding of users and context of use by involving users throughout the entire design and development process. With mobile computing, the diversity of users as well as the variety in the spatial, temporal, and social settings of the context of use has notably expanded, which affect the effort of interaction designers to understand users and context of use. The emergence of the mobile apps era in 2008 as a result of structural changes in the mobile industry and the profound enhanced capabilities of mobile devices, further intensify the embeddedness of technology in the daily life of people and the challenges that interaction designers face to cost-efficiently understand users and context of use. Supporting interaction designers in this challenge requires understanding of their existing practice, rationality, and work environment. The main objective of this dissertation is to contribute to interaction design theories by generating understanding on the HCD practice of mobile systems in the mobile apps era, as well as to explain the rationality of interaction designers in attending to users and context of use. To achieve that, a literature study is carried out, followed by a mixed-methods research that combines multiple qualitative interview studies and a quantitative questionnaire study. The dissertation contributes new insights regarding the evolving HCD practice at an important time of transition from stationary computing to mobile computing. Firstly, a gap is identified between interaction design as practiced in research and in the industry regarding the involvement of users in context; whereas the utilization of field evaluations, i.e. in real-life environments, has become more common in academic projects, interaction designers in the industry still rely, by large, on lab evaluations. Secondly, the findings indicate on new aspects that can explain this gap and the rationality of interaction designers in the industry in attending to users and context; essentially, the professional-client relationship was found to inhibit the involvement of users, while the mental distance between practitioners and users as well as the perceived innovativeness of the designed system are suggested in explaining the inclination to study users in situ. Thirdly, the research contributes the first explanatory model on the relation between the organizational context and HCD; essentially, innovation-focused organizational strategies greatly affect the cost-effective usage of data on users and context of use. Last, the findings suggest a change in the nature of HCD in the mobile apps era, at least with universal consumer systems; evidently, the central attention on the explicit understanding of users and context of use shifts from an early requirements phase and continual activities during design and development to follow-up activities. That is, the main effort to understand users is by collecting data on their actual usage of the system, either before or after the system is deployed. The findings inform both researchers and practitioners in interaction design. In particular, the dissertation suggest on action research as a useful approach to support interaction designers and further inform theories on interaction design. With regard to the interaction design practice, the dissertation highlights strategies that encourage a more cost-effective user- and context-informed interaction design process. With the continual embeddedness of computing into people’s life, e.g. with wearable devices and connected car systems, the dissertation provides a timely and valuable view on the evolving humancentered design.

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Wireless local area networks (WLANs) based on the IEEE 802.11 standard are now widespread. Most are used to provide access for mobile devices to a conventional wired infrastructure, and some are used where wires are not possible, forming an ad hoc network of their own. There are several varieties at the physical or radio layer (802.11, 802.11a, 802.11b, 802.11g), with each featuring different data rates, modulation schemes and transmission frequencies. However, all of them share a common medium access control (MAC) layer. As this is largely based on a contention approach, it does not allow prioritising of traffic or stations, so it cannot easily provide the quality of service (QoS) required by time-sensitive applications, such as voice or video transmission. In order to address this shortfall of the technology, the IEEE set up a task group that is aiming to enhance the MAC layer protocol so that it can provide QoS. The latest draft at the time of writing is Draft 11, dated October 2004. The article describes the yet-to-be-ratified 802.11e standard and is based on that draft.

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The pervasive and ubiquitous computing has motivated researches on multimedia adaptation which aims at matching the video quality to the user needs and device restrictions. This technique has a high computational cost which needs to be studied and estimated when designing architectures and applications. This paper presents an analytical model to quantify these video transcoding costs in a hardware independent way. The model was used to analyze the impact of transcoding delays in end-to-end live-video transmissions over LANs, MANs and WANs. Experiments confirm that the proposed model helps to define the best transcoding architecture for different scenarios.

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Mobile learning involves use of mobile devices to participate in learning activities. Most elearning activities are available to participants through learning systems such as learning content management systems (LCMS). Due to certain challenges, LCMS are not equally accessible on all mobile devices. This study investigates actual use, perceived usefulness and user experiences of LCMS use on mobile phones at Makerere University in Uganda. The study identifies challenges pertaining to use and discusses how to improve LCMS use on mobile phones. Such solutions are a cornerstone in enabling and improving mobile learning. Data was collected by means of focus group discussions, an online survey designed based on the Technology Acceptance Model (TAM), and LCMS log files of user activities. Data was collected from two courses where Moodle was used as a learning platform. The results indicate positive attitudes towards use of LCMS on phones but also huge challenges whichare content related and technical in nature.

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Recentemente a sociedade está vivendo em meio a um aglomerado de dispositivos móveis com múltiplas interfaces sem fio que permitem que clientes móveis domésticos e corporativos solucionem problemas rotineiros no menor espaço de tempo e em diversas localizações. Por outro lado, a disponibilidade de diversas tecnologias de acesso sem fio como: Wi-Fi (Wireless Fidelity), WiMAX (Worldwide Interoperability for Microwave Access) e LTE (Long Term Evolution), proporcionam um cenário heterogêneo com diversas oportunidades de conectividade para o usuário de dispositivos com múltiplas interfaces. Alguns dos desafios atuais no contexto da concepção da então denominada NGN (Next Generation Networks) são o desenvolvimento de arcabouços e mecanismos que viabilizem tanto o suporte adequado à Qualidade de Serviço (QoS – Quality of Service) e à Qualidade de Experiência (QoE – Quality of Experience) para aplicações multimídia, quanto a garantia de equidade entre vazões de diferentes aplicações em ambiente heterogêneo. Esta dissertação propõe um arcabouço para o aprovisionamento de QoS e QoE em redes sem fio heterogêneas formada por redes WiMAX e Wi-Fi. Especificamente, nossa solução provê mapeamento estático de QoS entre as classes de serviços WiMAX e categorias de acesso Wi-Fi. Além disso, nossa proposta também combina funcionalidades de equidade entre vazões com a solução de mapeamento, a fim de alcançar um bom compromisso tanto para o operador da rede, quanto para o usuário, através de uma nova metodologia de coleta e calculo de vazão agregada e algoritmo de decisão de handover vertical. A avaliação quantitativa da proposta foi realizada através de modelos de simulação no ns-2 (Network Simulator). Os resultados de desempenho demonstram a eficiência da arquitetura em termos de métricas de QoS (vazão, vazão média e atraso) e QoE (PSRN - Peak Signal to Noise Ratio, SSIM - Structural Similarity Index e VQM - Video Quality Metric).

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There is a wide range of video services over complex transmission networks, and in some cases end users fail to receive an acceptable quality level. In this paper, the different factors that degrade users' quality of experience (QoE) in video streaming service that use TCP as transmission protocol are studied. In this specific service, impairment factors are: number of pauses, their duration and temporal location. In order to measure the effect that each temporal segment has in the overall video quality, subjective tests. Because current subjective test methodologies are not adequate to assess video streaming over TCP, some recommendations are provided here. At the application layer, a customized player is used to evaluate the behavior of player buffer, and consequently, the end user QoE. Video subjective test results demonstrate that there is a close correlation between application parameters and subjective scores. Based on this fact, a new metrics named VsQM is defined, which considers the importance of temporal location of pauses to assess the user QoE of video streaming service. A useful application scenario is also presented, in which the metrics proposed herein is used to improve video services(1).

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Mobile multimedia ad hoc services run on dynamic topologies due to node mobility or failures and wireless channel impairments. A robust routing service must adapt to topology changes with the aim of recovering or maintaining the video quality level and reducing the impact of the user's experience. In those scenarios, beacon-less Opportunistic Routing (OR) increases the robustness by supporting routing decisions in a completely distributed manner based on protocol-specific characteristics. However, the existing beacon-less OR approaches do not efficiently combine multiple metrics for forwarding selection, which cause higher packet loss rate, and consequently reduce the video quality level. In this paper, we assess the robustness and reliability of our recently developed OR protocol under node failures, called cross-layer Link quality and Geographical-aware OR protocol (LinGO). Simulation results show that LinGO achieves multimedia dissemination with QoE support and robustness in scenarios with dynamic topologies.

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With the current growth of mobile devices usage, mobile net- works struggle to deliver content with an acceptable Quality of Experience. In this paper, we propose the integration of Information Centric Networking into 3GPP Long Term Evolution mobile networks, allowing its inherent caching feature to be explored in close proximity to the end users by deploying components inside the evolved Node B. Apart from the advantages brought by Information-Centric Networking’s content requesting paradigm, its inherent caching features enable lower latencies to access content and reduce traffic at the core network. Results show that the impact on the evolved Node B performance is low and ad- vantages coming from Information-Centric Networking are considerable. Thus, mobile network operators reduce operational costs and users end up with a higher perceived network quality even in peak utilization periods.

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The evolution of wireless access technologies and mobile devices, together with the constant demand for video services, has created new Human-Centric Multimedia Networking (HCMN) scenarios. However, HCMN poses several challenges for content creators and network providers to deliver multimedia data with an acceptable quality level based on the user experience. Moreover, human experience and context, as well as network information play an important role in adapting and optimizing video dissemination. In this paper, we discuss trends to provide video dissemination with Quality of Experience (QoE) support by integrating HCMN with cloud computing approaches. We identified five trends coming from such integration, namely Participatory Sensor Networks, Mobile Cloud Computing formation, QoE assessment, QoE management, and video or network adaptation.

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Hoy en día el uso de dispositivos portátiles multimedia es ya una realidad totalmente habitual. Además, estos dispositivos tienen una capacidad de cálculo y unos recursos gráficos y de memoria altos, tanto es así que por ejemplo en un móvil se pueden reproducir vídeos de muy alta calidad o tener capacidad para manejar entornos 3D. El precio del uso de estos recursos es un mayor consumo de batería que en ocasiones es demasiado alto y acortan en gran medida la vida de la carga útil de la batería. El Grupo de Diseño Electrónico y Microelectrónico de la Universidad Politécnica de Madrid ha abierto una línea de trabajo que busca la optimización del consumo de energía en este tipo de dispositivos, concretamente en el ámbito de la reproducción de vídeo. El enfoque para afrontar la solución del problema se basa en obtener un mayor rendimiento de la batería a costa de disminuir la experiencia multimedia del usuario. De esta manera, cuando la carga de la batería esté por debajo de un determinado umbral mientras el dispositivo esté reproduciendo un vídeo de alta calidad será el dispositivo quien se autoconfigure dinámicamente para consumir menos potencia en esta tarea, reduciendo la tasa de imágenes por segundo o la resolución del vídeo que se descodifica. Además de lo citado anteriormente se propone dividir la descodificación y la representación del vídeo en dos procesadores, uno de propósito general y otro para procesado digital de señal, con esto se consigue que tener la misma capacidad de cálculo que con un solo procesador pero a una frecuencia menor. Para materializar la propuesta se usará la tarjeta BeagleBoard basada en un procesador multinúcleo OMAP3530 de Texas Instrument que contiene dos núcleos: un ARM1 Cortex-A8 y un DSP2 de la familia C6000. Este procesador multinúcleo además permite modificar la frecuencia de reloj y la tensión de alimentación dinámicamente para conseguir reducir de este modo el consumo del terminal. Por otro lado, como reproductor de vídeos se utilizará una versión de MPlayer que integra un descodificador de vídeo escalable que permite elegir dinámicamente la resolución o las imágenes por segundo que se decodifican para posteriormente mostrarlas. Este reproductor se ejecutará en el núcleo ARM pero debido a la alta carga computacional de la descodificación de vídeos, y que el ARM no está optimizado para este tipo de procesado de datos, el reproductor debe encargar la tarea de la descodificación al DSP. El objetivo de este Proyecto Fin de Carrera consiste en que mientras el descodificador de vídeo está ejecutándose en el núcleo DSP y el Mplayer en el núcleo ARM del OMAP3530 se pueda elegir dinámicamente qué parte del vídeo se descodifica, es decir, seleccionar en tiempo real la calidad o capa del vídeo que se quiere mostrar. Haciendo esto, se podrá quitar carga computacional al núcleo ARM y asignársela al DSP el cuál puede procesarla a menor frecuencia para ahorrar batería. 1 ARM: Es una arquitectura de procesadores de propósito general basada en RISC (Reduced Instruction Set Computer). Es desarrollada por la empresa inglesa ARM holdings. 2 DSP: Procesador Digital de Señal (Digital Signal Processor). Es un sistema basado en procesador, el cual está orientado al cálculo matemático a altas velocidad. Generalmente poseen varias unidades aritmético-lógicas (ALUs) para conseguir realizar varias operaciones simultáneamente. SUMMARY. Nowadays, the use of multimedia devices is a well known reality. In addition, these devices have high graphics and calculus performance and a lot of memory as well. In instance, we can play high quality videos and 3D environments in a mobile phone. That kind of use may increase the device's power consumption and make shorter the battery duration. Electronic and Microelectronic Design Group of Technical University of Madrid has a research line which is looking for optimization of power consumption while these devices are playing videos. The solution of this trouble is based on taking more advantage of battery by decreasing multimedia user experience. On this way, when battery charge is under a threshold while device is playing a high quality video the device is going to configure itself dynamically in order to decrease its power consumption by decreasing frame per second rate, video resolution or increasing the noise in the decoded frame. It is proposed splitting decoding and representation tasks in two processors in order to have the same calculus capability with lower frecuency. The first one is specialized in digital signal processing and the other one is a general purpose processor. In order to materialize this proposal we will use a board called BeagleBoard which is based on a multicore processor called OMAP3530 from Texas Instrument. This processor includes two cores: ARM Cortex-A8 and a TMS320C64+ DSP core. Changing clock frequency and supply voltage is allowed by OMAP3530, we can decrease the power consumption on this way. On the other hand, MPlayer will be used as video player. It includes a scalable video decoder which let us changing dynamically the resolution or frames per second rate of the video in order to show it later. This player will be executed by ARM core but this is not optimized for this task, for that reason, DSP core will be used to decoding video. The target of this final career project is being able to choose which part of the video is decoded each moment while decoder is executed by DSP and Mplayer by ARM. It will be able to change in real time the video quality, resolution and frames per second that user want to show. On this way, reducing the computational charge within the processor will be possible.

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With the recent increased popularity and high usage of HTTP Adaptive Streaming (HAS) techniques, various studies have been carried out in this area which generally focused on the technical enhancement of HAS technology and applications. However, a lack of common HAS standard led to multiple proprietary approaches which have been developed by major Internet companies. In the emerging MPEG-DASH standard the packagings of the video content and HTTP syntax have been standardized; but all the details of the adaptation behavior are left to the client implementation. Nevertheless, to design an adaptation algorithm which optimizes the viewing experience of the enduser, the multimedia service providers need to know about the Quality of Experience (QoE) of different adaptation schemes. Taking this into account, the objective of this experiment was to study the QoE of a HAS-based video broadcast model. The experiment has been carried out through a subjective study of the end user response to various possible clients’ behavior for changing the video quality taking different QoE-influence factors into account. The experimental conclusions have made a good insight into the QoE of different adaptation schemes which can be exploited by HAS clients for designing the adaptation algorithms.

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In order to cater for user's quality of experience (QoE) requirements, HTTP adaptive streaming (HAS) based solutions of video services have become popular recently. User QoE feedback can be instrumental in improving the capabilities of such services. Perceptual quality experiments that involve humans are considered to be the most valid method of the assessment of QoE. Besides lab-based subjective experiments, crowdsourcing based subjective assessment of video quality is gaining popularity as an alternative method. This paper presents insights into a study that investigates perceptual preferences of various adaptive video streaming scenarios through crowdsourcing based subjective quality assessment.