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Decision support systems increasingly support experts' work, but errors caused by them may have severe consequences, especially in the medical domain. To better understand how these inaccuracies affect experts' behavior and decisions, a quality of context model was constructed. Based on the model a controlled online experiment was conducted in which physicians had to treat hypothetical cases while...
The new coding tools, developed under the Joint Exploration Model (JEM) software, have been proposed with the main goal to explore their potential coding gain in the perspective to develop a new video coding standard. In this paper we present a performance-based comparison between the JEM and HEVC reference software (HM) through a set of subjective quality assessments. Different video sequences, encoded...
Perception of spatial coherence and boundaries for the fusion of spatially incoherent stimuli in the context of multimedia reproduction have mainly been studied with continuous judgment scales. As results vary greatly between different studies, reaction time measurements are proposed as an indirect measure of the perception of spatial incoherence. Word recognition tasks for spatially coherent and...
User-perceived quality-of-experience (QoE) in internet telephony systems is commonly evaluated using subjective ratings computed as a Mean Opinion Score (MOS). In such systems, while user MOS can be tracked on an ongoing basis, it does not give insight into which factors of a call induced any perceived degradation in QoE — it does not tell us what caused a user to have a sub-optimal experience. For...
No-Reference (NR) Video Quality Assessment (VQA) is a challenging task since it predicts the visual quality of a video sequence without comparison to some original reference video. Several NR-VQA methods have been proposed. However, all of them were designed and tested on databases with artificially distorted videos. Therefore, it remained an open question how well these NR-VQA methods perform for...
In recent years, virtual reality products have found their way into our life. They have changed our entertainment experience in many ways, including the way people consume adult entertainment. With the immersion and presence offered by VR technologies, a new level of user experience in adult entertainment might be possible. To explore these possibilities, we conducted a qualitative user study with...
In order to provide attractive content, it is important to design and manage services based on users' Quality of Experience (QoE). In recent years, researchers in the field have been increasingly focusing on the biological information approach. In this paper, we examine the relationship between the change in the hemodynamic response of blood in the frontal lobe of the brain and the preference of images...
YoMoApp (YouTube Monitoring App) is an Android app to monitor mobile YouTube video streaming on both application- and network-layer. Additionally, it allows to collect subjective Quality of Experience (QoE) feedback of end users. During the development of the app, the stable versions of YoMoApp were already available in the Google Play Store, and the app was downloaded, installed, and used on many...
Monitoring the Quality of Experience (QoE) undergone by cellular network customers has become paramount for cellular ISPs, who need to ensure high quality levels to limit customer churn due to quality dissatisfaction. This paper tackles the problem of QoE monitoring, assessment and prediction in cellular networks, relying on end-user device (i.e., smart-phone) QoS passive traffic measurements and...
Cloud gaming promises many advantages from the user and game developer perspective. But besides its benefits, cloud gaming suffers from two bottlenecks: bandwidth and latency. Although, many researchers have identified delay as an important factor on the QoE in gaming, the cause of varying tolerances towards delay in different games is not yet well understood. In this paper, we want to show that delay...
While there is an increased appreciation for integrating haptic feedback with audio-visual content, there is still a lack of understanding of how to quantify the added value of touch for a user's experience (UX) of multimedia content. Here we focus on three main concepts to measure this added value: UX, emotions, and expectations. We present a case study measuring the added value of haptic feedback...
Managing QoE is one of the most interesting direct applications of workable QoE models. Indeed, being able to predict how users perceive the quality of a service allows the service provider(s) to optimize its delivery, based on several possible criteria. It has been argued, however, that the MOS is ill-suited for this type of application, and that different measures — e.g., rating distributions or...
Crowdsourcing has established itself as a powerful tool to collect human input for data acquisition and labeling. Conventional laboratory experiments can now be addressed to a wider and diverse audience. This paper presents a study performed both in a laboratory and on a mobile-crowdsourcing platform, adopting a paired-comparison setup to obtain ratings of voice likability. We show considerations...
Enabling high Quality of Experience (QoE) with video-conferencing solutions based on Web Real-Time Communication (WebRTC) protocols anywhere, anytime, is challenging and triggers the exploration of new ways to gain QoE insights. In this paper, we share initial observations from a within-subjects experiment (N = 22) in which 2-party WebRTC-based audiovisual conversations took place under varying technical...
The proliferation of multimedia technology and its wide adoption by users has created the need for more effective metrics for Quality of Experience (QoE). Objective video quality metrics usually under-perform in terms of perceptual quality, thus evaluation is usually performed offline by people, an arduous and time consuming task that is also affected by external conditions and by user preferences...
In this paper, we evaluated and compared the integral quality of different omnidirectional contents for two head mounted displays (HMDs), namely HTC Vive and Oculus Rift. We also investigated motion sickness and head-movements. To this aim, we categorized omnidirectional contents into three categories based on the degree of motion: high, medium and low motion. For assessing simulator sickness, we...
In this paper, we defined and measured two types of immersion, namely, spatial immersion and emotional immersion, on flat 2D screen displays and using a 33-item questionnaire. Our results show that emotional immersion is significantly more immersive than spatial immersion in terms of sense of “being there”, time perception, realism, sense of engagement, emotional aspects, sensory cues, etc. Spatial...
The availability of affordable head-mounted displays has resulted in renewed interest in augmented reality (AR) and virtual reality (VR). This in turn has led to research into users' perceptions of quality in AR and VR environments. In this paper, the authors report the results of an experimental study that compared the user quality of experience (QoE) of an interactive and immersive speech and language...
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