Although Quality of Experience (QoE) plays a major role in the design and development of mobile applications and services, QoE assessment is still challenging, especially in real-life (so called `living lab') contexts. This paper presents results from an exploratory, interdisciplinary study on QoE and more specifically, on the acceptability of varying audiovisual qualities during video watching on a mobile device, in a realistic setting. The subjectively measured acceptability is modeled by means of a decision tree which uses information about the network type, transport protocol, technical video characteristics, and user behavior. The proposed model may contribute to the estimation of users' subjective evaluation of the quality during mobile video watching and to QoE optimization by dynamically altering the parameters that have the largest influence on this subjective evaluation
Abstract-The scope of this paper is the interdisciplinary measurement and modeling methodology of Quality of Experience (QoE) when playing a mobile location-based massively multiplayer online role-playing game (MMORPG) that places the virtual world on top of the real world using the user's location. The paper introduces the implementation of a re-usable mobile QoE measurement framework on the Android platform and illustrates how it was applied in a concrete case-study. In this respect, a multidimensional QoE prediction model consisting of both objective and subjective parameters is presented. In this model, test users' evaluations regarding feelings of amusement, absorption or engagement experienced while playing a popular location based mobile game (Parallel Kingdom) are taken into account and related to a set of objective QoS-related parameters, contextual data, and physiological data obtained from an on-body sensor. The latter evidences the intensity of physical activity of the test users during the gaming session, taking into account Metabolic Equivalent of Task (MET) measurements. Results of this study indicate that the test users' QoE was influenced by their physical effort, the data connection type used, and the playing context (e.g. interaction with other players). Despite of the fact of using a re-usable framework for QoE estimation, the analysis is limited to this particular popular (more than 100000 users) mobile game. QoE; QoS; Google Android platform; on-body sensor; 3G; location-based (LB) mobile game; massively multiplayer online role-playing game (MMORPG)
The overabundance of content on online video platforms has made intelligent recommender systems that assist users in finding content matching their personal preferences indispensable. This article reports on a study in which “PersonalTV,” an online video recommendation application that has been developed for research purposes, was evaluated by a panel of test users for the first time. In view of this, objective implicit and subjective explicit user feedback were triangulated. The “PersonalTV” application enables its users to explore and watch videos from the YouTube library. It builds up a personal viewing profile in order to give personalized content suggestions. We investigated the relation between the recommended content and the consumption percentage (RQ 1), between the recommended content and the reported satisfaction (RQ 2), and explored whether these objective and subjective measures converge (RQ 3). Additional user feedback that may help to improve the application was collected.
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