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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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Presentation on theme: ">> HIGHERVIEW Team: A. Sasse J. D. McCarthy D. Miras J. Riegelsberger Presentation to UCL Network Group: 3rd March 2004."— Presentation transcript:

1 >> HIGHERVIEW Team: A. Sasse J. D. McCarthy D. Miras J. Riegelsberger Presentation to UCL Network Group: 3rd March 2004

2 >> Sharp or smooth? Comparing the effects of quantization vs. frame rate for streamed video. J.D. McCarthy M. A. Sasse D. Miras

3 3 >> motivation >Existing QOS policies conflict with experimental evidence. >No previous studies manipulating frame quality in conjunction with frame rate.

4 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.

5 5 >> methodology >Continuously change video quality while users are watching. >Continuously record user’s perception. >Discover the relationship between signal quality and perceived quality.

6 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.

7 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.

8 8 >> acceptability? >Is a MOS of 3.5 acceptable to users? >What about an SSCQE rating of 70? >Service dependent?

9 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

10 10 >> methodology >Continuously change video quality while users are watching. >Continuously record user’s perception. >Discover the relationship between signal quality and perceived quality.

11 11 >> “method of limits” unacceptable acceptable low quality high quality

12 12 >> “method of limits” unacceptable acceptable low quality high quality

13 13 >> “method of limits” unacceptable acceptable low quality high quality 

14 14 >> service functions unacceptable acceptable low quality high quality Pr (acceptable)

15 15 >> service functions unacceptable acceptable low quality high quality Pr (acceptable) ITU BT.500-11 Logistic Function

16 16 >> service functions unacceptable acceptable frame rate ?

17 17 >> service functions unacceptable acceptable frame quality ?

18 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.

19 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.

20 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.

21 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.

22 22 >> design

23 23 >> study 1 - results fps

24 24 >> study 1 - results quant

25 25 >> study 1 - results fps + quant

26 26 >> study 1 - results gaze

27 27 >> study 1 - summary >Acceptability insensitive to frame rate. >Acceptability sensitive to quantization. >Critical values: –Quantisation = 8 –Frame rate = 6

28 28 >> study 2 - results fps

29 29 >> study 2 - results quant

30 30 >> study 2 - results fps + quant

31 31 >> bandwidth?

32 32 >> bandwidth? Critical Values (Clip B)

33 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.

34 34 >> qualitative comments “I’d rather have jerky video and better quality pictures”

35 35 >> study 2 - summary >Acceptability insensitive to frame rate. >Acceptability sensitive to quantization. >Critical values: –Quantisation = 4 –Frame rate = 6

36 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.

37 37 >> conclusions >Methodological –Binary acceptability rating continuous easy to understand doesn’t disrupt task –“Method of limits” produces robust replicable service functions.

38 >> 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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