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>> HIGHERVIEW Team: A. Sasse J. D. McCarthy D. Miras J. Riegelsberger Presentation to UCL Network Group: 3rd March 2004
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>> Sharp or smooth? Comparing the effects of quantization vs. frame rate for streamed video. J.D. McCarthy M. A. Sasse D. Miras
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3 >> motivation >Existing QOS policies conflict with experimental evidence. >No previous studies manipulating frame quality in conjunction with frame rate.
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4 >> motivation >IBM QOS policy (2003) “recommends reducing DCT coefficients rather than frame rate for Sports coverage, as “the priority for smooth video is higher than the priority for frame quality” >Apteker et al. (1995) >Sport coverage relatively insensitive to reductions in frame rate.
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5 >> methodology >Continuously change video quality while users are watching. >Continuously record user’s perception. >Discover the relationship between signal quality and perceived quality.
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6 >> which measure? >Mean Opinion Score (MOS) –8-10 second clips –single camera angle –rate quality on a 5 point Likert scale. >Limitations –Doesn’t measure continuous quality variations. –Poor measure for streamed video quality. –Doesn’t measure acceptability.
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7 >> which measure? >SSCQE –The single stimulus continuous quality evaluation (SSCQE) –using a slider to indicate quality continuously. >Limitations –Too demanding for users performing real tasks. –Doesn’t measure service acceptability.
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8 >> acceptability? >Is a MOS of 3.5 acceptable to users? >What about an SSCQE rating of 70? >Service dependent?
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9 >> our approach >Focus on a specific service. >Ask users to say when the service is acceptable / unacceptable. >Advantages –Can be used with continuous streams –Easy for users to understand –Less disruptive –Relevant to service providers
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10 >> methodology >Continuously change video quality while users are watching. >Continuously record user’s perception. >Discover the relationship between signal quality and perceived quality.
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11 >> “method of limits” unacceptable acceptable low quality high quality
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12 >> “method of limits” unacceptable acceptable low quality high quality
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13 >> “method of limits” unacceptable acceptable low quality high quality
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14 >> service functions unacceptable acceptable low quality high quality Pr (acceptable)
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15 >> service functions unacceptable acceptable low quality high quality Pr (acceptable) ITU BT.500-11 Logistic Function
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16 >> service functions unacceptable acceptable frame rate ?
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17 >> service functions unacceptable acceptable frame quality ?
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18 >> two studies >Study 1 –CIF video viewed on a desktop. –Acceptability ratings. –Eye movements. >Study 2 –QCIF video viewed on an iPAQ. –Acceptability ratings. –Qualitative interviews.
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19 >> video material >Football match –Arsenal vs Man. United (2002) 3 source clips. –[A] Match intro and opening 3 minutes of play –[B] Highlights of Manchester United chances –[C] Highlights of Arsenal chances, final whistle and Arsenal celebration.
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20 >> participants >Study 1 –41 football fans. –59% watched at least once a week –88% supported a football team. –51% supported Arsenal or Man U.
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21 >> participants >Study 2 –37 football fans. –65% watched at least once a week –84% supported a football team. –34 % supported Arsenal or Man U.
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22 >> design
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23 >> study 1 - results fps
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24 >> study 1 - results quant
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25 >> study 1 - results fps + quant
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26 >> study 1 - results gaze
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27 >> study 1 - summary >Acceptability insensitive to frame rate. >Acceptability sensitive to quantization. >Critical values: –Quantisation = 8 –Frame rate = 6
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28 >> study 2 - results fps
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29 >> study 2 - results quant
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30 >> study 2 - results fps + quant
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31 >> bandwidth?
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32 >> bandwidth? Critical Values (Clip B)
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33 >> qualitative comments –84%, recognising players was impossible. –65% had problems following the ball. –35% said close up shots fine - but long distant shots poor. –21% said jerky movement was a problem.
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34 >> qualitative comments “I’d rather have jerky video and better quality pictures”
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35 >> study 2 - summary >Acceptability insensitive to frame rate. >Acceptability sensitive to quantization. >Critical values: –Quantisation = 4 –Frame rate = 6
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36 >> conclusions >Limitations –Network effects not factored in. >Substantive –High motion does not need high frame rate! –Important task relevant information is lost with poor frame quality.
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37 >> conclusions >Methodological –Binary acceptability rating continuous easy to understand doesn’t disrupt task –“Method of limits” produces robust replicable service functions.
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>> Sharp or smooth? Comparing the effects of quantization vs. frame rate for streamed video. J.D. McCarthy M. A. Sasse D. Miras
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