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Examining QoE Influence Factors: The Interplay of Perception and Experience
Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, Institutionen för teknik och estetik.ORCID-id: 0009-0004-2874-0403
2025 (Engelska)Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
Abstract [en]

The future trend of internet usage increasingly emphasizes visual modes of engagement and user interactions across complex scenarios, including multimedia video, gaming, mapping services, and immersive applications. Consequently, the success of media creators, application developers, and service providers hinges on selecting appropriate tools and technologies to optimize the user experience. Quality of Experience (QoE) offers a framework for evaluating user experience and satisfaction with applications or services by using both objective and subjective metrics. It is important to recognize that various factors can influence user feedback, including different traits of human personality, interactions with systems, and the context in which they are used.

In this thesis, we adopt a holistic approach to evaluate the QoE for video quality and outdoor applications, focusing on system, human, and contextual influence factors. From a system perspective, we investigate the performance of widely implemented video codecs and propose more effective objective QoE metrics. The objective results are benchmarked against subjective outcomes to underscore their limitations in quantifying user experience, which is influenced by numerous factors beyond system-related aspects. Regarding human influence factors, our analysis encompasses user delight with the content presented, mood, gender, and the impact of eye-tracking on user assessments. A key observation is the critical importance of selecting stimuli that effectively engage users to accurately capture the true impact of user delight in the context of mobile gaming. For contextual factors, we examine the frequency of use and highlight the distinction between assumptions and actual experiences during user evaluations of outdoor activities. Our findings reveal the notable effects of these influence factors, particularly user delight, which demonstrated significant outcomes. The impact of visual attention on user behavior and subsequent ratings was also established. Furthermore, we identify limitations in existing QoE metrics and underscore the need for more cohesive QoE models that effectively engage users with mobility-driven applications or services that are not confined to multimedia streaming. These insights are drawn from several use cases reflecting the evolving ways in which users are interacting with systems nowadays. Our findings highlight the need for future QoE methodologies to evolve, by integrating the complex interplay of technical and human-centric variables. This evolution is essential to develop flexible, dynamic, and scalable solutions that cater to the demands of diverse applications.

Ort, förlag, år, upplaga, sidor
Karlskrona: Blekinge Tekniska Högskola, 2025. , s. 161
Serie
Blekinge Institute of Technology Doctoral Dissertation Series, ISSN 1653-2090 ; 2025:04
Nyckelord [en]
QoE Metrics, Human Influence Factors, Mobile Gaming, Multimedia Streaming, Gaze Tracking, Dynamic Surveys, Outdoor Cycling
Nationell ämneskategori
Datavetenskap (datalogi)
Forskningsämne
Datavetenskap
Identifikatorer
URN: urn:nbn:se:bth-27249ISBN: 978-91-7295-495-3 (tryckt)OAI: oai:DiVA.org:bth-27249DiVA, id: diva2:1921536
Disputation
2025-02-27, Ateljén, BTH Campus Karlshamn, Karlshamn, 10:00 (Engelska)
Opponent
Handledare
Tillgänglig från: 2024-12-17 Skapad: 2024-12-16 Senast uppdaterad: 2025-03-13Bibliografiskt granskad
Delarbeten
1. QoE-Based Performance Comparison of AVC, HEVC, and VP9 on Mobile Devices with Additional Influencing Factors
Öppna denna publikation i ny flik eller fönster >>QoE-Based Performance Comparison of AVC, HEVC, and VP9 on Mobile Devices with Additional Influencing Factors
2024 (Engelska)Ingår i: Electronics, E-ISSN 2079-9292, Vol. 13, nr 2, artikel-id 329Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

While current video quality assessment research predominantly revolves around resolutions of 4 K and beyond, targeted at ultra high-definition (UHD) displays, effective video quality for mobile video streaming remains primarily within the range of 480 p to 1080 p. In this study, we conducted a comparative analysis of the quality of experience (QoE) for widely implemented video codecs on mobile devices, specifically Advanced Video Coding (AVC), its successor High-Efficiency Video Coding (HEVC), and Google’s VP9. Our choice of 720 p video sequences from a newly developed database, all with identical bitrates, aimed to maintain a manageable subjective assessment duration, capped at 35–40 min. To mimic real-time network conditions, we generated stimuli by streaming original video clips over a controlled emulated setup, subjecting them to eight different packet-loss scenarios. We evaluated the quality and structural similarity of the distorted video clips using objective metrics, including the Video Quality Metric (VQM), Peak Signal-to-Noise Ratio (PSNR), Video Multi-Method Assessment Fusion (VMAF), and Multi-Scale Structural Similarity Index (MS-SSIM). Subsequently, we collected subjective ratings through a custom mobile application developed for Android devices. Our findings revealed that VMAF accurately represented the degradation in video quality compared to other metrics. Moreover, in most cases, HEVC exhibited an advantage over both AVC and VP9 under low packet-loss scenarios. However, it is noteworthy that in our test cases, AVC outperformed HEVC and VP9 in scenarios with high packet loss, based on both subjective and objective assessments. Our observations further indicate that user preferences for the presented content contributed to video quality ratings, emphasizing the importance of additional factors that influence the perceived video quality of end users. © 2024 by the authors.

Ort, förlag, år, upplaga, sidor
MDPI, 2024
Nyckelord
HEVC and AVC comparison, mobile codecs efficiency, multimedia streaming, QoE IFs, QoE metrics, video quality assessments
Nationell ämneskategori
Kommunikationssystem
Identifikatorer
urn:nbn:se:bth-25939 (URN)10.3390/electronics13020329 (DOI)001148927000001 ()2-s2.0-85183182089 (Scopus ID)
Forskningsfinansiär
Vetenskapsrådet
Tillgänglig från: 2024-02-05 Skapad: 2024-02-05 Senast uppdaterad: 2024-12-16Bibliografiskt granskad
2. Eye Tracking and Human Influence Factors’ Impact on Quality of Experience of Mobile Gaming
Öppna denna publikation i ny flik eller fönster >>Eye Tracking and Human Influence Factors’ Impact on Quality of Experience of Mobile Gaming
2024 (Engelska)Ingår i: Future Internet, E-ISSN 1999-5903, Vol. 16, nr 11, artikel-id 420Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

Mobile gaming accounts for more than 50% of global online gaming revenue, surpassing console and browser-based gaming. The success of mobile gaming titles depends on optimizing applications for the specific hardware constraints of mobile devices, such as smaller displays and lower computational power, to maximize battery life. Additionally, these applications must dynamically adapt to the variations in network speed inherent in mobile environments. Ultimately, user engagement and satisfaction are critical, necessitating a favorable comparison to browser and console-based gaming experiences. While Quality of Experience (QoE) subjective evaluations through user surveys are the most reliable method for assessing user perception, various factors, termed influence factors (IFs), can affect user ratings of stimulus quality. This study examines human influence factors in mobile gaming, specifically analyzing the impact of user delight towards displayed content and the effect of gaze tracking. Using Pupil Core eye-tracking hardware, we captured user interactions with mobile devices and measured visual attention. Video stimuli from eight popular games were selected, with resolutions of 720p and 1080p and frame rates of 30 and 60 fps. Our results indicate a statistically significant impact of user delight on the MOS for most video stimuli across all games. Additionally, a trend favoring higher frame rates over screen resolution emerged in user ratings. These findings underscore the significance of optimizing mobile gaming experiences by incorporating models that estimate human influence factors to enhance user satisfaction and engagement.

Ort, förlag, år, upplaga, sidor
MDPI, 2024
Nyckelord
gaze tracking; QoE; mobile gaming; eye tracking in mobile gaming; human IFs and multimedia
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Forskningsämne
Datavetenskap
Identifikatorer
urn:nbn:se:bth-27094 (URN)10.3390/fi16110420 (DOI)001365091400001 ()2-s2.0-85210229630 (Scopus ID)
Tillgänglig från: 2024-11-13 Skapad: 2024-11-13 Senast uppdaterad: 2024-12-16Bibliografiskt granskad
3. The Effects of Additional Factors on Subjective Quality Assessments
Öppna denna publikation i ny flik eller fönster >>The Effects of Additional Factors on Subjective Quality Assessments
2019 (Engelska)Ingår i: 2nd International Conference on Advancements in Computational Sciences, ICACS 2019, Institute of Electrical and Electronics Engineers Inc. , 2019, s. 120-124, artikel-id 8689138Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

In Quality of Experience, the users' degrees of delight or annoyance are quantized by direct human interaction via subjective quality assessments. There are many factors that may influence the users' responses, and standards have been laid down to strictly control the monitoring conditions. In this paper, we analyze limitations of Mean Opinion Score (MOS) assessment to portray the influence of additional factors on user behavior while assessing multimedia content. We show that the frequency of watching online video content as well as the user delight with the content play a significant role in her final feedback. Our study emphasizes the need to use additional metrics along with MOS for content ratings to obtain a more accurate measure of the user experience. © 2019 The University of Lahore.

Ort, förlag, år, upplaga, sidor
Institute of Electrical and Electronics Engineers Inc., 2019
Nyckelord
Multimedia communication, Quality of Experience, User Perception, Multimedia systems, Quality of service, Content ratings, Human interactions, Mean opinion scores, Multi-media communications, Multimedia contents, Quality of experience (QoE), Subjective quality assessments, User perceptions, Behavioral research
Nationell ämneskategori
Annan elektroteknik och elektronik
Identifikatorer
urn:nbn:se:bth-17906 (URN)10.23919/ICACS.2019.8689138 (DOI)000470736000018 ()2-s2.0-85065105387 (Scopus ID)9789699721014 (ISBN)
Konferens
2nd International Conference on Advancements in Computational Sciences, ICACS, Lahore, 18 February 2019 through 20 February 2019
Tillgänglig från: 2019-05-21 Skapad: 2019-05-21 Senast uppdaterad: 2024-12-16Bibliografiskt granskad
4. Impact of Human and Content Factors on Quality of Experience of Online Video Streaming
Öppna denna publikation i ny flik eller fönster >>Impact of Human and Content Factors on Quality of Experience of Online Video Streaming
2020 (Engelska)Ingår i: PROCEEDINGS OF THE 17TH INTERNATIONAL JOINT CONFERENCE ON E-BUSINESS AND TELECOMMUNICATIONS - DCNET, OPTICS, SIGMAP AND WINSYS (ICETE), VOL 2 / [ed] Callegari, C Ng, SX Sarigiannidis, P Battiato, S DeLeon, ASS Ksentini, A Lorenz, P Obaidat, M BenOthman, J, SCITEPRESS , 2020, s. 59-66Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

Although expensive, but the most reliable measure of user perception is by direct human interaction by taking input from the user about a stimulus quality. In our previous studies, we have identified some subjects getting bored and losing focus by rating lots of video clips of small duration during subjective quality assessments. Moreover, the psychological effects, i.e. user delight, frequency of watching online videos (experience), mood, etc. must not influence the user Mean Opinion Score (MOS) for determining the quality of the shown stimuli. In this paper, we have investigated the impact of user delight, frequency of watching online video content (experience) and different mood levels on MOS for streamed video stimuli in various network conditions by subjective quality assessments. We have observed a slight tendency of better scores when the user likes the stimulus. However, our results show that if the subjective assessments are conducted by carefully following the guidelines, the users impartially rate the video stimuli solely based on the quality artifacts irrespective of their delight towards the shown content. Although, we have observed an effect of user mood on MOS ratings; for almost all the stimuli, but the results suggest the need of more detailed study; i.e. with a large and diverse set of subjects, to obtain significant statistical relevance.

Ort, förlag, år, upplaga, sidor
SCITEPRESS, 2020
Nyckelord
Quality of Experience, Mean Opinion Score, User Perception, Multimedia Communication
Nationell ämneskategori
Telekommunikation Kommunikationssystem
Identifikatorer
urn:nbn:se:bth-21156 (URN)10.5220/0009831400590066 (DOI)000615962300005 ()2-s2.0-85108460067 (Scopus ID)9789897584459 (ISBN)
Konferens
17th International Joint Conference on E-Business and Telecommunications (SECRYPT), Lieusant, Paris on 8-10 July
Anmärkning

open access

Tillgänglig från: 2021-03-04 Skapad: 2021-03-04 Senast uppdaterad: 2024-12-16Bibliografiskt granskad
5. Influence of Gender and Viewing Frequency on Quality of Experience
Öppna denna publikation i ny flik eller fönster >>Influence of Gender and Viewing Frequency on Quality of Experience
2020 (Engelska)Ingår i: 12th International Conference on Quality of Multimedia Experience, QoMEX 2020, IEEE, 2020, artikel-id 9123106Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

Some of the most important aspects for content creators and service providers are the content appeal and the time consumed by the end users on a particular application or service. Gender and age can influence the Quality of Experience (QoE) ratings of multimedia based on the nature of the shown content, yet few studies have quantized this notion. In this paper, we zoom in on the influence of gender on user ratings in a video QoE study (N=89) with packet loss as the main system influence factor. We have analyzed the impact of gender on QoE subjective ratings both as a standalone influence factor and in coherence of temporal traits like the frequency of watching online content. We have observed significant trends to highlight the importance of systematically checking and reporting on the impact of basic human factors, such as gender in relation to quality perception with respect to different types of content. © 2020 IEEE.

Ort, förlag, år, upplaga, sidor
IEEE, 2020
Serie
International Workshop on Quality of Multimedia Experience (QoMEX), ISSN 2372-7179, E-ISSN 2472-7814
Nyckelord
Human Factors, Machine Learning, QoE, User Diversity, Multimedia systems, Content creators, End users, On-line contents, Quality of experience (QoE), Quality perceptions, Service provider, Subjective rating, User rating, Quality of service
Nationell ämneskategori
Datavetenskap (datalogi) Telekommunikation
Identifikatorer
urn:nbn:se:bth-20275 (URN)10.1109/QoMEX48832.2020.9123106 (DOI)000619223500033 ()2-s2.0-85087721388 (Scopus ID)9781728159652 (ISBN)
Konferens
12th International Conference on Quality of Multimedia Experience, QoMEX 2020, Athlone, Ireland, 26 May 2020 through 28 May 2020
Tillgänglig från: 2020-08-11 Skapad: 2020-08-11 Senast uppdaterad: 2024-12-16Bibliografiskt granskad
6. Context-Aware QoE for Mobility-Driven Applications Through Dynamic Surveys
Öppna denna publikation i ny flik eller fönster >>Context-Aware QoE for Mobility-Driven Applications Through Dynamic Surveys
2024 (Engelska)Ingår i: Information, E-ISSN 2078-2489, Vol. 15, nr 12, artikel-id 797Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

The integration of outdoor smartphone applications with fitness trackers has introduced new opportunities and challenges for user interaction, particularly in mobility-driven activities. While these innovations offer significant benefits, they also pose challenges due to the many factors influencing the user’s quality of experience. Traditional methods of assessing user experiences, such as offline surveys and static questionnaires, often fail to capture the dynamic nature of outdoor activities. This research proposes a novel Quality of Experience (QoE) methodology for mobile applications to enhance the assessment of user experiences in cycling. Focusing on a use case in Blekinge, Sweden, where residents were encouraged to adopt cycling for daily transportation, we extracted land cover data and developed a server-side workflow for bicycle path segmentation. By incorporating dynamic surveys that adapt to users’ real-time experiences, we aim to generate a more accurate and context-aware dataset. This study makes several key contributions: First, it presents a scalable method for bicycle path segmentation; second, it demonstrates the utility and benefits of land cover data extraction; and finally, it evaluates the effectiveness of QoE influence factors through user surveys based on real-world cyclist feedback. This approach is expected to enhance the planning and development of cycling infrastructure by providing urban planners and stakeholders with valuable user insights using adaptable surveys based on route segmentation.

Ort, förlag, år, upplaga, sidor
MDPI, 2024
Nyckelord
QoE in outdoor sports, dynamic QoE, bicycle path segmentation, landcover in outdoor sports, human IFs and bicycling, intelligent surveys
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Forskningsämne
Datavetenskap
Identifikatorer
urn:nbn:se:bth-27237 (URN)10.3390/info15120797 (DOI)001384764100001 ()2-s2.0-85213080086 (Scopus ID)
Forskningsfinansiär
Europeiska kommissionen
Tillgänglig från: 2024-12-12 Skapad: 2024-12-12 Senast uppdaterad: 2025-01-03Bibliografiskt granskad

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