Abstract-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.
Abstract-Video-conferencing is becoming an essential part in everyday life. The visual channel allows for interactions which were not possible over audio-only communication systems such as the telephone. However, being a de-facto over-the-top service, the quality of the delivered video-conferencing experience is subject to variations, dependent on network conditions. Video-conferencing systems adapt to network conditions by changing for example encoding bitrate of the video. For this adaptation not to hamper the benefits related to the presence of a video channel in the communication, it needs to be optimized according to a measure of the Quality of Experience (QoE) as perceived by the user. The latter is highly dependent on the ongoing interaction and individual preferences, which have hardly been investigated so far. In this paper, we focus on the impact video quality has on conversations that revolve around objects that are presented over the video channel. To this end we conducted an empirical study where groups of 4 people collaboratively build a Lego® model over a video-conferencing system. We examine the requirements for such a task by showing when the interaction, measured by visual and auditory cues, changes depending on the encoding bitrate and loss. We then explore the impact that prior experience with the technology and affective state have on QoE of participants. We use these factors to construct predictive models which double the accuracy compared to a model based on the system factors alone. We conclude with a discussion of how these factors could be applied in real world scenarios.Index Terms-Multi-Party video conferencing, Quality of Experience, Over-the-top, subjective quality, quality metrics, user study
Delay has been found as one of the most crucial factors determining the Quality of Experience (QoE) in synchronous video-mediated communication. The effect has been extensively studied for dyadic conversations and recently the study of small group communications has become the focus of the research community. Contrary to dyads, in which the delay is symmetrically perceived, this is not the case for groups. Due to the heterogeneous structure of the internet asymmetric delays between participants are likely to occur.We conducted a trial with video-mediated group discussions with five participants in symmetric and asymmetric delay conditions. In this paper we focus on the asymmetric conditions, in which only one participant has an added delay. Previous research showed that interaction and context are essential factors in the QoE of participants. Therefore, we perform an analysis of our data towards these factors and compare our data between the asymmetric and the symmetric delay conditions. We discuss the differences in perception of delay reported from multi-party to dyadic video-conferencing.Our data shows that already one person with a high delay, affects the experience of the whole group as strong as the person with delay. This disruption is perceived more intensely by active participants rather than non-active ones-regardless of whether they have the delay or not. Compared to dyadic situations the group scenario shows a less intense perception of delay.
As commercial, off-the-shelf, services enable people to easily connect with friends and relatives, video-mediated communication is filtering into our daily activities. With the proliferation of broadband and powerful devices, multi-party gatherings are becoming a reality in home environments. With the technical infrastructure in place and has been accepted by a large user base, researchers and system designers are concentrating on understanding and optimizing the Quality of Experience (QoE) for participants. Theoretical foundations for QoE have identified three crucial factors for understanding the impact on the individual's perception: system, context, and user. While most of the current research tends to focus on the system factors (delay, bandwidth, resolution), in this paper we offer a more complete analysis that takes into consideration context and user factors. In particular, we investigate the influence of delay (constant system factor) in the QoE of multi-party conversations. Regarding the context, we extend the typical one-to-one condition to explore conversations between small groups (up to five people). In terms of user factors, we take into account conversation analysis, turn-taking and roletheory, for better understanding the impact of different user profiles. Our investigation allows us to report a detailed analysis on how delay influences the QoE, concluding that the actual interactivity pattern of each participant in the conversation results on different noticeability thresholds of delays. Such results have a direct impact on how we should design and construct videocommunication services for multi-party conversations, where user activity should be considered as a prime adaptation and optimization parameter.
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