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Is	
  One	
  Second	
  Enough?	
  
Evalua&ng	
  QoE	
  for	
  Inter-­‐Des&na&on	
  Mul&media	
  Synchroniza&on	
  
using	
  Human	
  Computa&on	
  
Benjamin	
  Rainer,	
  Stefan	
  Petscharnig,	
  Chris<an	
  Timmerer,	
  and	
  Hermann	
  Hellwagner	
  
	
  
Alpen-­‐Adria-­‐Universität	
  Klagenfurt	
  (AAU)	
  w	
  Faculty	
  of	
  Technical	
  Sciences	
  (TEWI)	
  w	
  Department	
  of	
  Informa&on	
  
Technology	
  (ITEC)	
  w	
  Mul&media	
  Communica&on	
  (MMC)	
  w	
  Sensory	
  Experience	
  Lab	
  (SELab)	
  
hLp://blog.&mmerer.com	
  w	
  hLp://selab.itec.aau.at/	
  w	
  hLp://dash.itec.aau.at	
  w	
  chris&an.&mmerer@itec.aau.at	
  
Chief	
  Innova&on	
  Officer	
  (CIO)	
  at	
  bitmovin	
  GmbH	
  
hLp://www.bitmovin.com	
  w	
  chris&an.&mmerer@bitmovin.com	
  
Slides:	
  hBp://www.slideshare.net/chris<an.<mmerer	
  
QoMEX	
  2015,	
  May	
  27,	
  2015	
  
Outline	
  
•  Mo&va&on	
  
•  Our	
  Approach	
  
•  Reac&on	
  Game	
  for	
  Subjec&ve	
  Quality	
  Assessment	
  
•  Evalua&on	
  Methodology	
  
•  Results	
  
•  Conclusions	
  
May	
  27,	
  2015	
   QoMEX	
  2015	
   2	
  
Mo&va&on	
  
•  Watching	
  mul&media	
  content	
  online	
  together	
  while	
  geographically	
  distributed,	
  
e.g.,	
  sport	
  events,	
  Twitch,	
  online	
  quiz	
  shows,	
  …	
  
•  SocialTV	
  scenario	
  featuring	
  real-­‐&me	
  communica&on	
  via	
  text,	
  voice,	
  video	
  
•  Inter-­‐Des&na&on	
  Mul&media	
  Synchroniza&on[0]	
  ==	
  the	
  playout	
  of	
  media	
  streams	
  
at	
  two	
  or	
  more	
  geographically	
  distributed	
  loca&ons	
  in	
  a	
  &me	
  synchronized	
  manner	
  
May	
  27,	
  2015	
   QoMEX	
  2015	
   3	
  
User	
  1	
   User	
  2	
  
Goal!	
   Did	
  you	
  see	
  the	
  goal?	
  
Which	
  goal?	
  Thanks	
  for	
  the	
  spoiler!	
  
[0]	
  M.	
  Montagud,	
  F.	
  Boronat,	
  H.	
  Stokking,	
  R.	
  Brandenburg,	
  "Interdes&na&on	
  mul&media	
  synchroniza&on:	
  schemes,	
  use	
  cases	
  and	
  standardiza&on,"	
  Mul$media	
  Systems,	
  vol.	
  18,	
  pp.	
  459–482,	
  2012.	
  	
  
Mo&va&on	
  (cont’d)	
  
•  Geerts	
  et.	
  al:	
  Are	
  we	
  in	
  sync?[1]	
  
–  Watching	
  videos	
  online	
  together,	
  while	
  using	
  
voice	
  and	
  text	
  chat	
  
–  No&ceability	
  of	
  asynchronism	
  and	
  its	
  impact	
  on	
  
annoyance	
  and	
  togetherness	
  	
  
–  Recommenda&on:	
  1	
  second	
  is	
  enough	
  –	
  we	
  don‘t	
  think	
  so!	
  
•  What	
  is	
  the	
  lower	
  threshold	
  on	
  asynchronism	
  for	
  IDMS?	
  
–  Alterna&vely:	
  Above	
  which	
  level	
  of	
  asynchronism	
  do	
  users	
  
realize	
  that	
  they	
  are	
  not	
  in	
  sync?	
  
•  How	
  to	
  assess	
  QoE	
  in	
  SocialTV	
  scenarios?	
  	
  
May	
  27,	
  2015	
   QoMEX	
  2015	
   4	
  
[1]	
  D.	
  Geerts,	
  et	
  al.,	
  "Are	
  we	
  in	
  sync?:	
  synchroniza&on	
  requirements	
  for	
  watching	
  online	
  video	
  together,"	
  
Proc.	
  of	
  SIGCHI	
  Conference	
  on	
  Human	
  Factors	
  in	
  Compu$ng	
  Systems	
  (CHI	
  '11),	
  pp.	
  311-­‐314,	
  2011.	
  
Our	
  Approach	
  
•  We	
  adopt	
  a	
  combina&on	
  of	
  
–  Games	
  with	
  a	
  purpose[2]	
  
–  Gamifica&on[3]	
  
–  Crowdsourcing[4]	
  
•  We	
  design	
  and	
  implement	
  a	
  game	
  
to	
  evaluate	
  the	
  impact	
  of	
  asynchronism	
  on	
  	
  
–  Fairness	
  
–  Togetherness	
  
–  Annoyance	
  
–  QoE	
  
May	
  27,	
  2015	
   QoMEX	
  2015	
   5	
  
[2]	
  L.	
  von	
  Ahn,	
  L.	
  Dabbish,	
  "Labeling	
  images	
  with	
  a	
  computer	
  game,"	
  Proceedings	
  of	
  the	
  SIGCHI	
  Conf.	
  on	
  Human	
  Factors	
  in	
  Compu$ng	
  Systems	
  (CHI’04),	
  pp.	
  319-­‐326,	
  2004.	
  
[3]	
  E.	
  D.	
  Mekler,	
  F.	
  Bruhlmann,	
  K.	
  Opwis,	
  A.	
  N.	
  Tuch,	
  "Do	
  points,	
  levels	
  and	
  leaderboards	
  harm	
  intrinsic	
  mo&va&on?:	
  An	
  empirical	
  analysis	
  of	
  common	
  gamifica&on	
  
elements,"	
  Proceedings	
  of	
  the	
  First	
  Interna$onal	
  Conference	
  on	
  Gameful	
  Design,	
  Research,	
  and	
  Applica$ons	
  (Gamifica$on’13),	
  pp.	
  66-­‐73,	
  2013.	
  
[4]	
  T.	
  Hossfeld,	
  C.	
  Keimel,	
  M.	
  Hirth,	
  B.	
  Gardlo,	
  J.	
  Habigt,	
  K.	
  Diepold,	
  and	
  P.	
  Tran-­‐Gia,	
  "Best	
  Prac&ces	
  for	
  QoE	
  Crowdtes&ng:	
  QoE	
  Assessment	
  with	
  Crowdsourcing,”	
  IEEE	
  
Transac$ons	
  on	
  Mul$media,	
  vol.	
  16,	
  no.	
  2,	
  pp.	
  541-­‐558,	
  2014.	
  
Reac&on	
  Game	
  for	
  Subjec&ve	
  Quality	
  Assessments	
  
•  Aligned	
  to	
  use	
  case,	
  synchroniza&on	
  
•  Connected	
  to	
  video	
  content,	
  not	
  a	
  full	
  game	
  
•  Crowdsourcable	
  (simulated	
  opponent)	
  
•  Game	
  Idea:	
  Collabora&ve	
  reac&on	
  game	
  	
  
–  Players	
  have	
  to	
  react	
  to	
  game	
  events	
  
–  Collabora&ve	
  aspect:	
  bonus	
  score	
  whenever	
  both	
  
players	
  click	
  within	
  a	
  given	
  &me	
  window	
  
–  Explicit	
  user	
  feedback	
  (hit,	
  miss,	
  bonus)	
  	
  
May	
  27,	
  2015	
   QoMEX	
  2015	
   6	
  
Game	
  Events	
  
May	
  27,	
  2015	
   QoMEX	
  2015	
   7	
  
Bonus	
  Score	
  Example	
  
May	
  27,	
  2015	
   QoMEX	
  2015	
   8	
  
Evalua&on	
  Procedure	
  
•  Evalua&on	
  using	
  the	
  WESP[5]	
  
framework	
  
•  Structured	
  in	
  five	
  phases	
  
–  Explain	
  the	
  experiment	
  
–  Gather	
  demographic	
  data	
  
–  Get	
  par&cipants	
  used	
  to	
  the	
  procedure	
  
–  Play	
  a	
  game	
  round	
  with	
  subsequent	
  
evalua&on	
  for	
  each	
  test	
  case	
  
–  Give	
  feedback	
  to	
  evalua&on	
  process	
  
May	
  27,	
  2015	
   QoMEX	
  2015	
   9	
  
[5]	
  B.	
  Rainer,	
  M.	
  Waltl,	
  C.	
  Timmerer,	
  "A	
  Web	
  based	
  Subjec&ve	
  Evalua&on	
  Plavorm,”	
  Proceedings	
  of	
  
the	
  5th	
  Interna$onal	
  Workshop	
  on	
  Quality	
  of	
  Mul$media	
  Experience	
  (QoMEX’15).	
  pp.	
  24–25,	
  2013.	
  
Crowdsourcing	
  
May	
  27,	
  2015	
   QoMEX	
  2015	
   10	
  
•  Subjec&ve	
  quality	
  assessment	
  using	
  crowdsourcing	
  
–  We	
  used	
  Microworker[6]	
  crowdsourcing	
  plavorm	
  and	
  
paid	
  0.5	
  USD	
  for	
  each	
  successful	
  par&cipa&on	
  
–  Dura&on	
  about	
  15	
  minutes	
  
–  Simulated	
  opponent	
  
[6]	
  hLp://www.microworkers.com	
  
•  Implicit	
  Measures	
  
•  Number	
  of	
  browser	
  focus	
  changes	
  
•  Number	
  of	
  clicks	
  
•  Video	
  playback	
  length	
  
•  Score	
  
•  Number	
  of	
  pauses	
  
•  …	
  
•  Explicit	
  Measures	
  
•  Fairness	
  
•  Togetherness	
  
•  Annoyance	
  
•  QoE	
  
	
  
Slider	
  with	
  a	
  con&nuous	
  scale	
  from	
  0	
  (very	
  low)	
  to	
  
100	
  (very	
  high)	
  with	
  ini&al	
  posi&on	
  at	
  50	
  (medium)	
  	
  
S&muli	
  and	
  Par&cipants	
  
•  Videos:	
  in-­‐game	
  footage	
  of	
  	
  
–  inFAMOUS:	
  Second	
  Son[7]	
  	
  
–  Knack[8]	
  
•  Training	
  phase	
  
–  Infamous:	
  Second	
  Son	
  0	
  (00:54,	
  3	
  events)	
  
•  Main	
  evalua&on	
  using	
  three	
  video	
  	
  
sequences*	
  
–  Infamous	
  :	
  Second	
  Son	
  1	
  (01:46,	
  6	
  Events)	
  
–  Infamous	
  :	
  Second	
  Son	
  2	
  (01:58,	
  8	
  Events)	
  
–  Knack	
  (01:50,	
  4	
  Events)	
  
•  Video	
  sequences	
  pre-­‐cached	
  to	
  avoid	
  any	
  bias	
  caused	
  by	
  stalls	
  
•  Display	
  of	
  configura&ons	
  in	
  random	
  order	
  
May	
  27,	
  2015	
   QoMEX	
  2015	
   11	
  
Test	
  
Configura<on	
  
Asynchr
onism	
  
[ms]	
  
Window	
  
length	
  
[ms]	
  
Bonus	
  
window	
  	
  
[ms]	
  
Training	
   0	
   2000	
   2000	
  
Synchronous	
   0	
   2000	
   2000	
  
Small	
  Async	
   400	
   2000	
   1600	
  
Medium	
  Async	
   750	
   2000	
   1250	
  
Big	
  Async	
   1500	
   2000	
   500	
  
[7]	
  inFAMOUS:	
  Second	
  Son	
  -­‐	
  Sukker	
  Punch,	
  hLp://infamous-­‐second-­‐son.com/	
  
[8]	
  Knack	
  -­‐	
  SCE	
  Japan	
  Studio,	
  hLp://www.playsta&on.com/en-­‐us/games/knack-­‐ps4/	
  	
  
*	
  With	
  a	
  resolu&on	
  of	
  720p,	
  29	
  fps,	
  and	
  approx.	
  2	
  Mbit/s	
  
S&muli	
  and	
  Par&cipants	
  (cont‘d)	
  
•  In	
  total,	
  89	
  microworkers	
  par&cipated	
  in	
  the	
  study	
  
–  The	
  campaign	
  was	
  restricted	
  to	
  Europe,	
  Northern	
  America,	
  
Australia	
  and	
  New	
  Zealand	
  
•  We	
  screened	
  45	
  par&cipants,	
  by	
  filtering	
  
them	
  according	
  to:	
  
–  Browser	
  focus	
  change	
  (27)	
  
–  Total	
  number	
  of	
  clicks	
  <	
  1	
  (16)	
  
–  Number	
  of	
  clicks	
  during	
  any	
  event	
  <	
  1	
  (2)	
  
May	
  27,	
  2015	
   QoMEX	
  2015	
   12	
  
Results:	
  Togetherness	
  &	
  Annoyance	
  
May	
  27,	
  2015	
   13	
  QoMEX	
  2015	
  
Significant	
  difference	
  in	
  means	
  between	
  	
  
•  0	
  ms	
  and	
  750	
  ms	
  (t	
  =	
  1.68,	
  p-­‐value	
  =	
  0.096,	
  alpha	
  =	
  0.1)	
  
•  400	
  ms	
  and	
  750	
  ms	
  	
  (t	
  =	
  2.08,	
  p-­‐value	
  =	
  0.040,	
  alpha	
  =	
  0.05)	
  
Significant	
  difference	
  in	
  means	
  between	
  	
  
•  400	
  ms	
  and	
  750	
  ms	
  	
  (t	
  =	
  -­‐1.31,	
  p-­‐value	
  =	
  0.049,	
  alpha	
  =	
  0.05)	
  
Results:	
  Fairness	
  &	
  QoE	
  
May	
  27,	
  2015	
   QoMEX	
  2015	
   14	
  
Significant	
  difference	
  in	
  means	
  between	
  
•  400	
  ms	
  and	
  750	
  ms	
  	
  (t	
  =	
  2.51,	
  p-­‐value	
  =	
  0.014,	
  alpha	
  =	
  0.05)	
  
•  400	
  ms	
  and	
  1500	
  ms	
  	
  (t	
  =	
  1.93,	
  p-­‐value	
  =	
  0.057,	
  	
  alpha	
  =	
  0.1)	
  
•  For	
  the	
  pairs	
  of	
  test	
  cases	
  	
  (0	
  ms,	
  750	
  ms)	
  and	
  (0	
  ms,	
  1500	
  ms)	
  	
  
the	
  p-­‐value	
  is	
  slightly	
  above	
  	
  alpha	
  =	
  0.1	
  
Significant	
  difference	
  in	
  means	
  between	
  	
  
•  400	
  ms	
  and	
  750	
  ms	
  	
  (t	
  =	
  1.73	
  p-­‐value	
  =	
  0.087	
  alpha	
  =	
  0.1)	
  
•  400	
  ms	
  and	
  1500	
  ms	
  (t	
  =	
  2.1	
  p-­‐value	
  =	
  0.039	
  alpha	
  =	
  	
  0.05)	
  
Results:	
  Game	
  Score	
  
•  Drop	
  in	
  score	
  a}er	
  
400ms	
  
•  Same	
  tendencies	
  	
  
as	
  in	
  previous	
  
results	
  
May	
  27,	
  2015	
   QoMEX	
  2015	
   15	
  
Conclusions	
  
•  Using	
  a	
  game	
  to	
  evaluate	
  the	
  impact	
  of	
  asynchronism	
  on	
  QoE,	
  fairness,	
  
togetherness,	
  and	
  annoyance	
  	
  
ONE	
  
•  Our	
  evalua&on	
  showed	
  that	
  there	
  is	
  significantly	
  	
  
–  lower	
  QoE	
  
–  lower	
  fairness	
  
–  lower	
  togetherness	
  
–  higher	
  annoyance	
  
above	
  a	
  threshold	
  T	
  (400	
  ms	
  ≤	
  T	
  ≤	
  750	
  ms)	
  
•  Future	
  work	
  
–  More	
  precise	
  threshold	
  value	
  
–  Rela&onship	
  between	
  QoE	
  and	
  other	
  variables	
  (fairness,	
  togetherness,	
  annoyance)	
  
May	
  27,	
  2015	
   QoMEX	
  2015	
   16	
  
One	
  second	
  is	
  
clearly	
  not	
  enough	
  	
  
Thank	
  you	
  for	
  your	
  aLen&on	
  
...	
  ques&ons,	
  comments,	
  etc.	
  are	
  welcome	
  …	
  
	
  
	
  
	
  Stefen	
  Petscharnig	
  and	
  Priv.-­‐Doz.	
  Dipl.-­‐Ing.	
  Dr.	
  Chris&an	
  Timmerer	
  
Associate	
  Professor	
  
Alpen-­‐Adria-­‐Universität	
  Klagenfurt,	
  Department	
  of	
  Informa&on	
  Technology	
  (ITEC)	
  
Universitätsstrasse	
  65-­‐67,	
  A-­‐9020	
  Klagenfurt,	
  AUSTRIA	
  
chris&an.&mmerer@itec.uni-­‐klu.ac.at	
  
hLp://research.&mmerer.com/	
  
Tel:	
  +43/463/2700	
  3621	
  Fax:	
  +43/463/2700	
  3699	
  
©	
  Copyright:	
  Chris$an	
  Timmerer	
  and	
  Stefan	
  Petscharnig	
  
17	
  May	
  27,	
  2015	
   QoMEX	
  2015	
  

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Is One Second Enough? Evaluating QoE for Inter-Destination Multimedia Synchronization using Human Computation

  • 1. Is  One  Second  Enough?   Evalua&ng  QoE  for  Inter-­‐Des&na&on  Mul&media  Synchroniza&on   using  Human  Computa&on   Benjamin  Rainer,  Stefan  Petscharnig,  Chris<an  Timmerer,  and  Hermann  Hellwagner     Alpen-­‐Adria-­‐Universität  Klagenfurt  (AAU)  w  Faculty  of  Technical  Sciences  (TEWI)  w  Department  of  Informa&on   Technology  (ITEC)  w  Mul&media  Communica&on  (MMC)  w  Sensory  Experience  Lab  (SELab)   hLp://blog.&mmerer.com  w  hLp://selab.itec.aau.at/  w  hLp://dash.itec.aau.at  w  chris&an.&mmerer@itec.aau.at   Chief  Innova&on  Officer  (CIO)  at  bitmovin  GmbH   hLp://www.bitmovin.com  w  chris&an.&mmerer@bitmovin.com   Slides:  hBp://www.slideshare.net/chris<an.<mmerer   QoMEX  2015,  May  27,  2015  
  • 2. Outline   •  Mo&va&on   •  Our  Approach   •  Reac&on  Game  for  Subjec&ve  Quality  Assessment   •  Evalua&on  Methodology   •  Results   •  Conclusions   May  27,  2015   QoMEX  2015   2  
  • 3. Mo&va&on   •  Watching  mul&media  content  online  together  while  geographically  distributed,   e.g.,  sport  events,  Twitch,  online  quiz  shows,  …   •  SocialTV  scenario  featuring  real-­‐&me  communica&on  via  text,  voice,  video   •  Inter-­‐Des&na&on  Mul&media  Synchroniza&on[0]  ==  the  playout  of  media  streams   at  two  or  more  geographically  distributed  loca&ons  in  a  &me  synchronized  manner   May  27,  2015   QoMEX  2015   3   User  1   User  2   Goal!   Did  you  see  the  goal?   Which  goal?  Thanks  for  the  spoiler!   [0]  M.  Montagud,  F.  Boronat,  H.  Stokking,  R.  Brandenburg,  "Interdes&na&on  mul&media  synchroniza&on:  schemes,  use  cases  and  standardiza&on,"  Mul$media  Systems,  vol.  18,  pp.  459–482,  2012.    
  • 4. Mo&va&on  (cont’d)   •  Geerts  et.  al:  Are  we  in  sync?[1]   –  Watching  videos  online  together,  while  using   voice  and  text  chat   –  No&ceability  of  asynchronism  and  its  impact  on   annoyance  and  togetherness     –  Recommenda&on:  1  second  is  enough  –  we  don‘t  think  so!   •  What  is  the  lower  threshold  on  asynchronism  for  IDMS?   –  Alterna&vely:  Above  which  level  of  asynchronism  do  users   realize  that  they  are  not  in  sync?   •  How  to  assess  QoE  in  SocialTV  scenarios?     May  27,  2015   QoMEX  2015   4   [1]  D.  Geerts,  et  al.,  "Are  we  in  sync?:  synchroniza&on  requirements  for  watching  online  video  together,"   Proc.  of  SIGCHI  Conference  on  Human  Factors  in  Compu$ng  Systems  (CHI  '11),  pp.  311-­‐314,  2011.  
  • 5. Our  Approach   •  We  adopt  a  combina&on  of   –  Games  with  a  purpose[2]   –  Gamifica&on[3]   –  Crowdsourcing[4]   •  We  design  and  implement  a  game   to  evaluate  the  impact  of  asynchronism  on     –  Fairness   –  Togetherness   –  Annoyance   –  QoE   May  27,  2015   QoMEX  2015   5   [2]  L.  von  Ahn,  L.  Dabbish,  "Labeling  images  with  a  computer  game,"  Proceedings  of  the  SIGCHI  Conf.  on  Human  Factors  in  Compu$ng  Systems  (CHI’04),  pp.  319-­‐326,  2004.   [3]  E.  D.  Mekler,  F.  Bruhlmann,  K.  Opwis,  A.  N.  Tuch,  "Do  points,  levels  and  leaderboards  harm  intrinsic  mo&va&on?:  An  empirical  analysis  of  common  gamifica&on   elements,"  Proceedings  of  the  First  Interna$onal  Conference  on  Gameful  Design,  Research,  and  Applica$ons  (Gamifica$on’13),  pp.  66-­‐73,  2013.   [4]  T.  Hossfeld,  C.  Keimel,  M.  Hirth,  B.  Gardlo,  J.  Habigt,  K.  Diepold,  and  P.  Tran-­‐Gia,  "Best  Prac&ces  for  QoE  Crowdtes&ng:  QoE  Assessment  with  Crowdsourcing,”  IEEE   Transac$ons  on  Mul$media,  vol.  16,  no.  2,  pp.  541-­‐558,  2014.  
  • 6. Reac&on  Game  for  Subjec&ve  Quality  Assessments   •  Aligned  to  use  case,  synchroniza&on   •  Connected  to  video  content,  not  a  full  game   •  Crowdsourcable  (simulated  opponent)   •  Game  Idea:  Collabora&ve  reac&on  game     –  Players  have  to  react  to  game  events   –  Collabora&ve  aspect:  bonus  score  whenever  both   players  click  within  a  given  &me  window   –  Explicit  user  feedback  (hit,  miss,  bonus)     May  27,  2015   QoMEX  2015   6  
  • 7. Game  Events   May  27,  2015   QoMEX  2015   7  
  • 8. Bonus  Score  Example   May  27,  2015   QoMEX  2015   8  
  • 9. Evalua&on  Procedure   •  Evalua&on  using  the  WESP[5]   framework   •  Structured  in  five  phases   –  Explain  the  experiment   –  Gather  demographic  data   –  Get  par&cipants  used  to  the  procedure   –  Play  a  game  round  with  subsequent   evalua&on  for  each  test  case   –  Give  feedback  to  evalua&on  process   May  27,  2015   QoMEX  2015   9   [5]  B.  Rainer,  M.  Waltl,  C.  Timmerer,  "A  Web  based  Subjec&ve  Evalua&on  Plavorm,”  Proceedings  of   the  5th  Interna$onal  Workshop  on  Quality  of  Mul$media  Experience  (QoMEX’15).  pp.  24–25,  2013.  
  • 10. Crowdsourcing   May  27,  2015   QoMEX  2015   10   •  Subjec&ve  quality  assessment  using  crowdsourcing   –  We  used  Microworker[6]  crowdsourcing  plavorm  and   paid  0.5  USD  for  each  successful  par&cipa&on   –  Dura&on  about  15  minutes   –  Simulated  opponent   [6]  hLp://www.microworkers.com   •  Implicit  Measures   •  Number  of  browser  focus  changes   •  Number  of  clicks   •  Video  playback  length   •  Score   •  Number  of  pauses   •  …   •  Explicit  Measures   •  Fairness   •  Togetherness   •  Annoyance   •  QoE     Slider  with  a  con&nuous  scale  from  0  (very  low)  to   100  (very  high)  with  ini&al  posi&on  at  50  (medium)    
  • 11. S&muli  and  Par&cipants   •  Videos:  in-­‐game  footage  of     –  inFAMOUS:  Second  Son[7]     –  Knack[8]   •  Training  phase   –  Infamous:  Second  Son  0  (00:54,  3  events)   •  Main  evalua&on  using  three  video     sequences*   –  Infamous  :  Second  Son  1  (01:46,  6  Events)   –  Infamous  :  Second  Son  2  (01:58,  8  Events)   –  Knack  (01:50,  4  Events)   •  Video  sequences  pre-­‐cached  to  avoid  any  bias  caused  by  stalls   •  Display  of  configura&ons  in  random  order   May  27,  2015   QoMEX  2015   11   Test   Configura<on   Asynchr onism   [ms]   Window   length   [ms]   Bonus   window     [ms]   Training   0   2000   2000   Synchronous   0   2000   2000   Small  Async   400   2000   1600   Medium  Async   750   2000   1250   Big  Async   1500   2000   500   [7]  inFAMOUS:  Second  Son  -­‐  Sukker  Punch,  hLp://infamous-­‐second-­‐son.com/   [8]  Knack  -­‐  SCE  Japan  Studio,  hLp://www.playsta&on.com/en-­‐us/games/knack-­‐ps4/     *  With  a  resolu&on  of  720p,  29  fps,  and  approx.  2  Mbit/s  
  • 12. S&muli  and  Par&cipants  (cont‘d)   •  In  total,  89  microworkers  par&cipated  in  the  study   –  The  campaign  was  restricted  to  Europe,  Northern  America,   Australia  and  New  Zealand   •  We  screened  45  par&cipants,  by  filtering   them  according  to:   –  Browser  focus  change  (27)   –  Total  number  of  clicks  <  1  (16)   –  Number  of  clicks  during  any  event  <  1  (2)   May  27,  2015   QoMEX  2015   12  
  • 13. Results:  Togetherness  &  Annoyance   May  27,  2015   13  QoMEX  2015   Significant  difference  in  means  between     •  0  ms  and  750  ms  (t  =  1.68,  p-­‐value  =  0.096,  alpha  =  0.1)   •  400  ms  and  750  ms    (t  =  2.08,  p-­‐value  =  0.040,  alpha  =  0.05)   Significant  difference  in  means  between     •  400  ms  and  750  ms    (t  =  -­‐1.31,  p-­‐value  =  0.049,  alpha  =  0.05)  
  • 14. Results:  Fairness  &  QoE   May  27,  2015   QoMEX  2015   14   Significant  difference  in  means  between   •  400  ms  and  750  ms    (t  =  2.51,  p-­‐value  =  0.014,  alpha  =  0.05)   •  400  ms  and  1500  ms    (t  =  1.93,  p-­‐value  =  0.057,    alpha  =  0.1)   •  For  the  pairs  of  test  cases    (0  ms,  750  ms)  and  (0  ms,  1500  ms)     the  p-­‐value  is  slightly  above    alpha  =  0.1   Significant  difference  in  means  between     •  400  ms  and  750  ms    (t  =  1.73  p-­‐value  =  0.087  alpha  =  0.1)   •  400  ms  and  1500  ms  (t  =  2.1  p-­‐value  =  0.039  alpha  =    0.05)  
  • 15. Results:  Game  Score   •  Drop  in  score  a}er   400ms   •  Same  tendencies     as  in  previous   results   May  27,  2015   QoMEX  2015   15  
  • 16. Conclusions   •  Using  a  game  to  evaluate  the  impact  of  asynchronism  on  QoE,  fairness,   togetherness,  and  annoyance     ONE   •  Our  evalua&on  showed  that  there  is  significantly     –  lower  QoE   –  lower  fairness   –  lower  togetherness   –  higher  annoyance   above  a  threshold  T  (400  ms  ≤  T  ≤  750  ms)   •  Future  work   –  More  precise  threshold  value   –  Rela&onship  between  QoE  and  other  variables  (fairness,  togetherness,  annoyance)   May  27,  2015   QoMEX  2015   16   One  second  is   clearly  not  enough    
  • 17. Thank  you  for  your  aLen&on   ...  ques&ons,  comments,  etc.  are  welcome  …        Stefen  Petscharnig  and  Priv.-­‐Doz.  Dipl.-­‐Ing.  Dr.  Chris&an  Timmerer   Associate  Professor   Alpen-­‐Adria-­‐Universität  Klagenfurt,  Department  of  Informa&on  Technology  (ITEC)   Universitätsstrasse  65-­‐67,  A-­‐9020  Klagenfurt,  AUSTRIA   chris&an.&mmerer@itec.uni-­‐klu.ac.at   hLp://research.&mmerer.com/   Tel:  +43/463/2700  3621  Fax:  +43/463/2700  3699   ©  Copyright:  Chris$an  Timmerer  and  Stefan  Petscharnig   17  May  27,  2015   QoMEX  2015