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Network and Multimedia  QoE Management Sheng-Wei (Kuan-Ta) Chen Institute of Information Science Academia Sinica
What is QoE? Quality of Experience =  User Satisfaction  in Using Computer/Communication Systems
What is QoE Management? Measurement Provisioning Measure user satisfaction Improve system design to provide more satisfactory user experience
Goal of QoE Management To Provide  Satisfactory User Experience   in Computer/Communication Systems
Motivating Example ,[object Object],Which path is “the best”? Internet voice data 3% 1% 2% loss rate 500 ms 30 Kbps 300 ms 20 Kbps 100 ms delay 10 Kbps avail bandwidth path
Conflicting Goals  in Video Conferencing  ,[object Object],[object Object],(time-lagged) (low resolution)
Challenges ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Our Research Focus Video Conferencing Online Entertainment VoIP
Our Work ,[object Object],[object Object],[object Object],[object Object],[object Object]
Our Contribution #1  ,[object Object],[object Object],[object Object],jitter delay network quality service level source rate call duration Correlated TCP / UDP? relayed? (QoE) (QoS factors)
Skype Call Duration vs. Network Quality ,[object Object],[object Object],Call duration (min) Jitter (Kbps) worse quality 95% confidence band  of the average average
Our Contribution #1 (cont) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Our Contribution #2 ,[object Object],[object Object],[object Object],[object Object],[object Object]
Our Contribution #2 (cont) ,[object Object],[object Object],[object Object],[object Object]
Our Contribution #2 (cont) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Chen et al, "OneClick: A Framework for Measuring Network Quality of Experience,”  IEEE INFOCOM 2009 .
Our Contribution #3 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Chen et al, "A Crowdsourceable QoE Evaluation Framework for Multimedia Content,”  ACM Multimedia 2009 .
Quantifying User Satisfaction Collaborators: Chun-Ying Huang Polly Huang Chin-Laung Lei ( National Taiwan University) Sheng-Wei (Kuan-Ta) Chen  Institute of Information Science, Academia Sinica Appeared on ACM SIGCOMM 2006
Motivation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Need of a Quality-of-Experience (QoE) metric!
QoE metrics ,[object Object],[object Object],[object Object],[object Object],QoE is multi-dimensional esp. for  real-time interactive applications!
What path should Skype choose? Which path is “the best”? 3% 1% 2% loss rate 500 ms 30 Kbps 300 ms 20 Kbps 100 ms delay 10 Kbps avail bandwidth path Internet
QoS and QoE  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
A typical relationship between QoS and QoE QoS,  e.g., network bandwidth QoE Hard to tell “very bad” from “extremely bad” Marginal benefit is small
Mapping between QoS and QoE ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
How to measure QoE: A quick review ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Subjective Evaluation Procedures ,[object Object],[object Object],[object Object],[object Object]
Objective Evaluation Methods ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],I s = 2 0 · f 1 + ( X o l r 8 ) 8 g 1 8 ¡ X o l r 8 ¸ X o l r = O L R + 0 : 2 ( 6 4 + N o ¡ R L R )
Our goals ,[object Object],[object Object],[object Object],[object Object],[object Object]
Our contributions ,[object Object],[object Object],[object Object],[object Object],round-trip times between two parties RTT: receiving rate jitter (level of network congestion) jitter: data rate of voice packets bit rate: U S I = 2 : 1 5 £ l o g ( b i t r a t e ) ¡ 1 : 5 5 £ l o g ( j i t t e r ) ¡ 0 : 3 6 £ R T T
Talk outline ,[object Object],[object Object],[object Object],[object Object],[object Object]
Setting things up
Capturing Skype traffic ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Extracting Skype calls ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Probing RTTs ,[object Object],[object Object],[object Object]
Trace Summary 24 min 18 min 29 min Avg. Time 570 462 Total 369 209 Relayed 240 Hosts 253 Calls Direct Category Internet Direct sessions Relayed sessions
Talk outline ,[object Object],[object Object],[object Object],[object Object],[object Object]
The intuition behide our analysis ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
First, getting a better sense ,[object Object],[object Object],network quality service level source rate call duration correlated? TCP / UDP? relayed? (QoE) (QoS factors)
Is call duration related to each factor? ,[object Object],[object Object],[object Object],[object Object],[object Object]
Call duration vs. jitter ,[object Object],[object Object],avg call duration (min) jitter (Kbps) (std dev of received bytes/sec) 95% confidence band  of the average average
Effect of Jitter – Hypothesis Testing Null Hypothesis All the survival curves are equivalent Log-rank test:  P  < 1e-20 We have > 99.999% confidence claiming  jitters are correlated with call duration The probability distribution of hanging up a call
Effect of Source Rate (the bandwidth Skype intended to use) Average session time (min)
The better sense ,[object Object],[object Object],network quality service level source rate call duration correlated? TCP / UDP? relayed? positive negative negative negative none (non-significant)
Linear regression? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Cox regression modeling ,[object Object],[object Object],[object Object],: factors (bit rate=x, jitter=y, RTT=z, …) : weights of factors The instantaneous rate at which failures occur for observations that have survived at time  t Hazard function (conditional failure rate)  ¯ Z h ( t ) = l i m ¢ t ! 0 P r [ t · T < t + ¢ t j T ¸ t ] ¢ t l o g h ( t j Z ) / ¯ t Z
Functional Form Checks ,[object Object],[object Object],[object Object],h ( t j Z ) / e x p ( ¯ t Z ) ,[object Object],[object Object],[object Object],[object Object]
The Logarithm Fits Better (Bit rate) After taking logarithm …
The Logarithm Fits Better (Jitter) After taking logarithm …
Final model & interpretation 0.18 0.09 0.13 std. err. 4.3e-02 0.36 RTT < 1e-20 1.55 log(jitter) < 1e-20 signif. -2.15 coef log(bit rate) variable A: bit rate = 20 Kbps B: bit rate = 15 Kbps, other factors same as A The hazard ratio between A and B can be computed by  exp((log(15) – log(20)) ×  -2.15 ) ≈ 1.86    The probability B will hang up is 1.86 times the probability A will do so at any instant. Interpretation
Hang-up rate and USI Hang-up rate =  User satisfaction index (USI) =
Actual and Predicted Time vs. USI Average session time (min)
The multi-path scenario is call hang-up rate a good indication of user satisfaction? BUT, 5.43 6.33 3.84 USI 3 Kbps 1 Kbps 2 Kbps jitter 500 ms 30 Kbps 300 ms 20 Kbps 100 ms RTT 10 Kbps avail bandwidth path Internet
Talk outline ,[object Object],[object Object],[object Object],[object Object],[object Object]
User satisfaction: Validation Call duration ? intuition: call duration <-> satisfaction not confirmed yet
User satisfaction: One step further Speech interactivity Call duration ? now we’re going to check! intuition:  interactive and tight speech activities in a cheerful conversation
Identifying talk bursts ,[object Object],[object Object],[object Object],[object Object],[object Object]
What we need to achieve ,[object Object],[object Object],Time
Speech activity detection ,[object Object],[object Object],[object Object],[object Object],[object Object]
Speech detection algorithm: Validation ,[object Object],[object Object],[object Object],relay node  (chosen by Skype) average  RTT: 350 ms jitter:  5.1 Kbps Force packet size processes contaminated by serious network impairment (delay and loss) play sound >> capture packet size processes
Validation with synthesized sin waves ,[object Object],[object Object],true ON periods estimated ON periods
Validation with speech recordings ,[object Object],[object Object],true ON periods estimated ON periods
Speech interactivity analysis Responsiveness: Avg. Response Delay: Avg. Burst Length: whether the other party responds how long before the other party responds how long does a speech burst last Responsiveness: Response delay: Burst length:
USI vs. Speech interactivity ,[object Object],[object Object],higher USI     higher responsiveness higher USI     shorter response delay higher USI     shorter burst length
Talk outline ,[object Object],[object Object],[object Object],[object Object],[object Object]
Implications ,[object Object],[object Object]
Significance ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Future work (1) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Future work (2) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Call Behavior ?
How Gamers are Aware of Service Quality? ,[object Object],[object Object],[object Object],Q1: Are game players really  sensitive  to network  quality as they claim? Q2: If so, how do they  react  to poor network  quality? Appeared on IEEE INFOCOM 2006
Case Study: ShenZhou Online
Traffic Trace Collection 4.7TB / 21.7TB / 26.5TB 325M / 336M / 661M 54,424 N2 4.7TB / 27.3TB / 32.0TB bytes (in/out/both) 342M / 353M / 695M packets (in/out/both) 57,945 conn. # N1 trace
Delay Jitter vs. Session Time (std. dev. of the round-trip times)
Hypothesis Testing -- Effect of Loss Rate Null Hypothesis:  All the survival curves are equivalent Log-rank test:  P  < 1e-20 We have > 99.999% confidence claiming  loss rates are correlated with game playing times high loss  low loss  med loss  The CCDF of game session times
Regression Modeling ,[object Object],[object Object],[object Object],[object Object],(our aim is to compute  ) where each session has factors Z (RTT=x, jitter=y, …) The  instantaneous rate of quitting a game  for a player (session) Hazard function (conditional failure rate)  h ( t ) = l i m ¢ t ! 0 P r [ t · T < t + ¢ t j T ¸ t ] ¢ t ¯ l o g h ( t j Z ) / ¯ t Z
Final Model & Interpretation A: RTT = 200 ms B: RTT = 100 ms, other factors same as A Hazard ratio between A and B:  exp((log(0.2) – log(0.1)) ×  1.27 ) ≈ 2.4 A will more likely leave a game ( 2.4 times probability ) than B at any moment Interpretation < 1e-20 0.04 1.27 log(RTT) 0.01 0.01 0.03 Std. Err. 7e-13 0.09 log(sloss) < 1e-20 0.12 log(closs) < 1e-20 Signif. 0.68 Coef log(jitter) Variable
How good does the model fit?
Relative Influence of QoS Factors Server pakce loss = 15% Delay jitter = 45% Client packet loss = 20% Latency = 20%
An Index for ShenZhou Online ,[object Object],[object Object],[object Object],[object Object],round-trip times level of network congestion loss rate of client packets loss rate of server packets RTT: jitter: closs: sloss: l o g ( d e p a r t u r e r a t e ) / 1 . 2 7 £ l o g ( R T T ) + 0 . 6 8 £ l o g ( j i t t e r ) + 0 . 1 2 £ l o g ( c l o s s ) + 0 . 0 9 £ l o g ( s l o s s )
App #1: Evaluation of Alternative Designs ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],time network latency 150 ms
App #2: Overlay Path Selection Internet 5.43 6.33 3.84 score 30 ms (A) 20 ms (G) 50 ms (P) jitter 1% (A) 200 ms (P) 1% (A) 150 ms (A) 5% (P) loss rate 100 ms (G) delay path
Other Applications ,[object Object],[object Object],[object Object],[object Object]
Player Departure Behavior Analysis ,[object Object],[object Object],[object Object]
To be continued … Sheng-Wei (Kuan-Ta) Chen http://www.iis.sinica.edu.tw/~swc
OneClick -- A Framework for Measuring Network Quality of Experience Kuan-Ta Chen, Cheng-Chu Tu, Wei-Cheng Xiao  Institute of Information Science, Academia Sinica Appeared on IEEE INFOCOM 2009
QoS and QoE  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Relationship between QoS and QoE QoS,  e.g., network bandwidth QoE Too bad to perceive Marginal benefit is small Comfort range
Knowing the Relationship is Important! ,[object Object],[object Object],[object Object],[object Object]
Measuring QoS and QoE ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
MOS (Mean Opinion Score) ,[object Object],[object Object],[object Object],[object Object],[object Object],Problems
Our Ambition Identify a  simple  and yet  efficient  way  to measure users’ satisfaction
The Idea: Click, Click, Click  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Introducing OneClick ,[object Object],[object Object],[object Object],[object Object]
Nice Things about OneClick ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Easy to Implement ,[object Object],[object Object],[object Object]
Talk Progress ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Human as a QoE Rating System User Application QoS Application QoE Network Setting Click Events affect reflect vary  this: observe  this:
QoE  QoS Modeling ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Wait a Minute… ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Pilot Study ,[object Object],[object Object]
Test Material Compilation ,[object Object],[object Object],[object Object],[object Object],A test material =  Random non-overlapping segments from K different recordings
Response Delays ,[object Object],[object Object],[object Object]
1-2 Seconds Delay Response delay calibration needed!
Our Solution ,[object Object],[object Object],[object Object],[object Object]
Consistency of  C(t+d)  from Same User
Consistency of  C(t+d)  from Different Users Cross-user normalization needed!
Calibration and Normalization Added Response Delay Calibration Regression  Modeling With Normalization User #1 User #2 OneClick Measurement
Talk Progress ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Rationale ,[object Object],Click Rate MOS Exact problem we are trying to solve   PESQ/VQM ,[object Object]
PESQ-based Validation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[Validation]
Qualitative Comparison [Validation] Network Loss Rate Bandwidth
VQM-based Validation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[Validation]
Qualitative Comparison [Validation]
Talk Progress ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Case Studies ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Varying Bandwidth ,[object Object],[object Object],[Case Study]
Contour Lines of Click Rates ,[object Object],[object Object],[object Object],[Case Study]
Comfort Region ,[object Object],[object Object],[Case Study]
Talk Progress ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Nice about OneClick ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
OneClick Online
On-Going Work ,[object Object],[object Object],[object Object],[object Object],[object Object]
To be continued … Kuan-Ta Chen http://www.iis.sinica.edu.tw/~swc
A   Crowdsourceable   QoE Evaluation Framework for Multimedia Content Kuan-Ta Chen Academia Sinica Chen-Chi Wu National Taiwan University Yu-Chun Chang National Taiwan University Chin-Laung Lei National Taiwan University  Appeared on ACM Multimedia 2009
What is QoE? Quality of Experience =  Users’ satisfaction  about a service  (e.g., multimedia content)
Quality of Experience Poor   (underexposed) Good   (exposure OK)
Challenges ,[object Object],Q=? Q=? Q=? Q=?
Mean Opinion Score (MOS) ,[object Object],Excellent? Good? Fair? Poor? Bad? vote Fair MOS Quality Impairment 5 Excellent Imperceptible 4 Good Perceptible but not annoying 3 Fair Slightly annoying 2 Poor Annoying 1 Bad Very annoying
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Drawbacks of MOS-based Evaluations ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Solve all these drawbacks
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Drawbacks of MOS-based Evaluations Crowdsourcing Paired Comparison
Contribution
Talk Progress ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Current Approach: MOS Rating Excellent? Good? Fair? Poor? Bad? Vote ?
Our Proposal: Paired Comparison Which one is better? Vote A B B
Properties of Paired Comparison ,[object Object],[object Object],[object Object],[object Object],[object Object]
Choice Frequency Matrix 10 experiments, each containing C(4,2)=6 paired comparisons A B C D A B C D 0 4 2 1 6 0 3 0 8 7 0 1 9 10 9 0
Inference of QoE Scores ,[object Object],[object Object],[object Object],n  content:  T 1 ,…,  T n P ij  : the probability of choosing  T i  over  T j u ( T i )  is the estimated QoE score of the quality level  T i ,[object Object],[object Object]
Inferred QoE Scores 0 0.63 0.91 1
Talk Progress ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],“ soliciting solutions via open calls to large-scale communities”
Image Understanding ,[object Object],main theme? key objects? unique attributes?
Linguistic Annotations ,[object Object],USD 0.2 for labeling 30 word pairs
More Examples ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
The Risk ,[object Object],[object Object],Not every Internet user is trustworthy! Need to have an  ONLINE algorithm  to detect problematic inputs!
Verification of Users’ Inputs (1) ,[object Object],[object Object],[object Object]
Verification of Users’ Inputs (2) ,[object Object],[object Object],[object Object],[object Object],TSR-based reward / punishment (e.g., only pay a reward if TSR > 0.8)
Experiment Design ,[object Object],[object Object],[object Object],[object Object],[object Object],reward a user ONLY if his inputs are self-consistent (i.e., TSR is higher than a certain threshold)
Concept Flow in Each Round
Audio QoE Evaluation ,[object Object],(SPACE key released) (SPACE key pressed)
Video QoE evaluation ,[object Object],(SPACE key released) (SPACE key pressed)
Talk Progress ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Audio QoE Evaluation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Inferred QoE Scores MP3 Compression Level VoIP Packet Loss Rate
Video QoE Evaluation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Inferred QoE Scores Video Codec Concealment Scheme
Participant Source ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Participant Source Evaluation ,[object Object],[object Object],[object Object],[object Object],Crowdsourcing seems a good strategy for  multimedia QoE assessment!
http://mmnet.iis.sinica.edu.tw/link/qoe
Conclusion ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Thank You! Kuan-Ta Chen Academia Sinica
Future Plan ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Acknowledgements Chin-Laung Lei Chun-Ying Huang Polly Huang Yu-Chun Chang Te-Yuan Huang William Tu Hung-Hsuan Chen Chen-Chi Wu  Wei-Cheng Xiao
Thank you! Sheng-Wei (Kuan-Ta) Chen http://www.iis.sinica.edu.tw/~swc Institute of Information Science, Academia Sinica

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Network and Multimedia QoE Management

  • 1. Network and Multimedia QoE Management Sheng-Wei (Kuan-Ta) Chen Institute of Information Science Academia Sinica
  • 2. What is QoE? Quality of Experience = User Satisfaction in Using Computer/Communication Systems
  • 3. What is QoE Management? Measurement Provisioning Measure user satisfaction Improve system design to provide more satisfactory user experience
  • 4. Goal of QoE Management To Provide Satisfactory User Experience in Computer/Communication Systems
  • 5.
  • 6.
  • 7.
  • 8. Our Research Focus Video Conferencing Online Entertainment VoIP
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  • 17. Quantifying User Satisfaction Collaborators: Chun-Ying Huang Polly Huang Chin-Laung Lei ( National Taiwan University) Sheng-Wei (Kuan-Ta) Chen Institute of Information Science, Academia Sinica Appeared on ACM SIGCOMM 2006
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  • 20. What path should Skype choose? Which path is “the best”? 3% 1% 2% loss rate 500 ms 30 Kbps 300 ms 20 Kbps 100 ms delay 10 Kbps avail bandwidth path Internet
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  • 22. A typical relationship between QoS and QoE QoS, e.g., network bandwidth QoE Hard to tell “very bad” from “extremely bad” Marginal benefit is small
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  • 34. Trace Summary 24 min 18 min 29 min Avg. Time 570 462 Total 369 209 Relayed 240 Hosts 253 Calls Direct Category Internet Direct sessions Relayed sessions
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  • 40. Effect of Jitter – Hypothesis Testing Null Hypothesis All the survival curves are equivalent Log-rank test: P < 1e-20 We have > 99.999% confidence claiming jitters are correlated with call duration The probability distribution of hanging up a call
  • 41. Effect of Source Rate (the bandwidth Skype intended to use) Average session time (min)
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  • 45.
  • 46. The Logarithm Fits Better (Bit rate) After taking logarithm …
  • 47. The Logarithm Fits Better (Jitter) After taking logarithm …
  • 48. Final model & interpretation 0.18 0.09 0.13 std. err. 4.3e-02 0.36 RTT < 1e-20 1.55 log(jitter) < 1e-20 signif. -2.15 coef log(bit rate) variable A: bit rate = 20 Kbps B: bit rate = 15 Kbps, other factors same as A The hazard ratio between A and B can be computed by exp((log(15) – log(20)) × -2.15 ) ≈ 1.86  The probability B will hang up is 1.86 times the probability A will do so at any instant. Interpretation
  • 49. Hang-up rate and USI Hang-up rate = User satisfaction index (USI) =
  • 50. Actual and Predicted Time vs. USI Average session time (min)
  • 51. The multi-path scenario is call hang-up rate a good indication of user satisfaction? BUT, 5.43 6.33 3.84 USI 3 Kbps 1 Kbps 2 Kbps jitter 500 ms 30 Kbps 300 ms 20 Kbps 100 ms RTT 10 Kbps avail bandwidth path Internet
  • 52.
  • 53. User satisfaction: Validation Call duration ? intuition: call duration <-> satisfaction not confirmed yet
  • 54. User satisfaction: One step further Speech interactivity Call duration ? now we’re going to check! intuition: interactive and tight speech activities in a cheerful conversation
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  • 61. Speech interactivity analysis Responsiveness: Avg. Response Delay: Avg. Burst Length: whether the other party responds how long before the other party responds how long does a speech burst last Responsiveness: Response delay: Burst length:
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  • 70. Traffic Trace Collection 4.7TB / 21.7TB / 26.5TB 325M / 336M / 661M 54,424 N2 4.7TB / 27.3TB / 32.0TB bytes (in/out/both) 342M / 353M / 695M packets (in/out/both) 57,945 conn. # N1 trace
  • 71. Delay Jitter vs. Session Time (std. dev. of the round-trip times)
  • 72. Hypothesis Testing -- Effect of Loss Rate Null Hypothesis: All the survival curves are equivalent Log-rank test: P < 1e-20 We have > 99.999% confidence claiming loss rates are correlated with game playing times high loss low loss med loss The CCDF of game session times
  • 73.
  • 74. Final Model & Interpretation A: RTT = 200 ms B: RTT = 100 ms, other factors same as A Hazard ratio between A and B: exp((log(0.2) – log(0.1)) × 1.27 ) ≈ 2.4 A will more likely leave a game ( 2.4 times probability ) than B at any moment Interpretation < 1e-20 0.04 1.27 log(RTT) 0.01 0.01 0.03 Std. Err. 7e-13 0.09 log(sloss) < 1e-20 0.12 log(closs) < 1e-20 Signif. 0.68 Coef log(jitter) Variable
  • 75. How good does the model fit?
  • 76. Relative Influence of QoS Factors Server pakce loss = 15% Delay jitter = 45% Client packet loss = 20% Latency = 20%
  • 77.
  • 78.
  • 79. App #2: Overlay Path Selection Internet 5.43 6.33 3.84 score 30 ms (A) 20 ms (G) 50 ms (P) jitter 1% (A) 200 ms (P) 1% (A) 150 ms (A) 5% (P) loss rate 100 ms (G) delay path
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  • 81.
  • 82. To be continued … Sheng-Wei (Kuan-Ta) Chen http://www.iis.sinica.edu.tw/~swc
  • 83. OneClick -- A Framework for Measuring Network Quality of Experience Kuan-Ta Chen, Cheng-Chu Tu, Wei-Cheng Xiao Institute of Information Science, Academia Sinica Appeared on IEEE INFOCOM 2009
  • 84.
  • 85. Relationship between QoS and QoE QoS, e.g., network bandwidth QoE Too bad to perceive Marginal benefit is small Comfort range
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  • 89. Our Ambition Identify a simple and yet efficient way to measure users’ satisfaction
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  • 95. Human as a QoE Rating System User Application QoS Application QoE Network Setting Click Events affect reflect vary this: observe this:
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  • 101. 1-2 Seconds Delay Response delay calibration needed!
  • 102.
  • 103. Consistency of C(t+d) from Same User
  • 104. Consistency of C(t+d) from Different Users Cross-user normalization needed!
  • 105. Calibration and Normalization Added Response Delay Calibration Regression Modeling With Normalization User #1 User #2 OneClick Measurement
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  • 109. Qualitative Comparison [Validation] Network Loss Rate Bandwidth
  • 110.
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  • 120.
  • 121. To be continued … Kuan-Ta Chen http://www.iis.sinica.edu.tw/~swc
  • 122. A Crowdsourceable QoE Evaluation Framework for Multimedia Content Kuan-Ta Chen Academia Sinica Chen-Chi Wu National Taiwan University Yu-Chun Chang National Taiwan University Chin-Laung Lei National Taiwan University Appeared on ACM Multimedia 2009
  • 123. What is QoE? Quality of Experience = Users’ satisfaction about a service (e.g., multimedia content)
  • 124. Quality of Experience Poor (underexposed) Good (exposure OK)
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  • 131. Current Approach: MOS Rating Excellent? Good? Fair? Poor? Bad? Vote ?
  • 132. Our Proposal: Paired Comparison Which one is better? Vote A B B
  • 133.
  • 134. Choice Frequency Matrix 10 experiments, each containing C(4,2)=6 paired comparisons A B C D A B C D 0 4 2 1 6 0 3 0 8 7 0 1 9 10 9 0
  • 135.
  • 136. Inferred QoE Scores 0 0.63 0.91 1
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  • 146. Concept Flow in Each Round
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  • 151. Inferred QoE Scores MP3 Compression Level VoIP Packet Loss Rate
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  • 153. Inferred QoE Scores Video Codec Concealment Scheme
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  • 157.
  • 158. Thank You! Kuan-Ta Chen Academia Sinica
  • 159.
  • 160. Acknowledgements Chin-Laung Lei Chun-Ying Huang Polly Huang Yu-Chun Chang Te-Yuan Huang William Tu Hung-Hsuan Chen Chen-Chi Wu Wei-Cheng Xiao
  • 161. Thank you! Sheng-Wei (Kuan-Ta) Chen http://www.iis.sinica.edu.tw/~swc Institute of Information Science, Academia Sinica

Notes de l'éditeur

  1. http://www.youtube.com/watch?v=AoNrBs1wC4U&amp;feature=related