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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
61

Effect of Sender Buffer on Video Quality of Experience / Effekt av Sender buffert på Video Quality of Experience

Noor, Mustafa, Waseem, Haris January 2010 (has links)
In this thesis, the effect of buffer strategy on video quality has been investigated. For this purpose, a software system was developed to implement buffer strategy at sender and receiver sides. Four experiments were performed under this system and five scenarios were designed under each experiment. A subjective test of MOS was conducted for all the scenarios to collect people’s perception about three different videos. People from different background and of different age group were invited to take part in all the experiments. Three different videos were shown to each participant in order to investigate user perceived quality of video. MATLAB and MS Excel were used for data collection and plotting graphs. We conclude that people have convergence of opinions when communication break time increases than the size of buffers at both ends. Finally, the MOS ratings of this subjective test prove that by the use of same size buffers at both ends improves the user’s perceived quality of video at acceptable level. Because of empirical study, the main focus was on implementation strategy of buffers at both ends. The implementation strategy was the design of a number of scenarios in which the statistics of the behavior of sender and receiver buffers have been collected. / 0092 662 424477
62

Congestion Management at the Network Edge

Daneryd, Oscar January 2014 (has links)
In the Internet of today there is a demand for both high bandwidth and low delays. Bandwidth-heavy applications such as large downloads or video streaming compete with more delay-sensitive applications; web-browsing, VoIP and video games. These applications represent a growing share of Internet traffic. Buffers are an essential part of network equipment. They prevent packet loss and help maintain hight throughput. As bandwidths have increased so have the buffer sizes. In some cases way to much. This, and the fact that Active Queue Management (AQM) is seldom implemented, has given rise to a phenomenon called Bufferbloat. Bufferbloat is manifested at the bottleneck of the network path by large flows creating standing queues that choke out smaller, and usually delay-sensitive, flows. Since the bottleneck is often located at the consumer edge, this is where the focus of this thesis lies. This work evaluates three different AQM solutions that lower delays without requiring complicated configuration; CoDel, FQ_CoDel and PIE. FQ_CoDel had the best performance in the tests, with the lowest consistent delays and high throughput. This thesis recommends that AQM is implemented at the network edge, preferably FQ_CoDel.
63

Towards QoE-Aware Dynamic Adaptive Streaming Over HTTP

Sobhani, Ashkan January 2017 (has links)
HTTP Adaptive Streaming (HAS) has now become ubiquitous, and it accounts for a large proportion of multimedia delivery over the Internet. Consequently, it poses new challenges for content providers and network operators. In this study, we aim to improve the user’s Quality of Experience (QoE) for HAS using from two main approaches including client centric approach and network assisted approach. In the client centric approach, we address the issue of enhancing the client’s QoE by proposing a fuzzy logic–based video bitrate adaptation and prediction mechanism for Dynamic Adaptive Streaming over HTTP (DASH) players. This adaptation mechanism allows HAS players to take appropriate actions sooner than existing methods to prevent playback interruptions caused by buffer underrun and reduce the ON-OFF traffic phenomena, which causes instability and unfairness among competing players. Our results show that compared to other studied methods, our proposed method has two advantages: better fairness among multiple competing players by almost 50% on average and as much as 80% as indicated by Jain’s fairness index, and better perceived quality of video by almost 8% on average and as much as 17%, according to the eMOS model. In the network assisted approach, we propose a novel mechanism for HAS stream adaptation in the context of wireless mobile networks. The proposed mechanism leverages recent advances in the 3GPP DASH specification, including the optional feature of QoE measurement and reporting for DASH clients. As part of the proposed mechanism, we formulate a utility-maximization problem that incorporates factors influencing QoE to specify the optimum value of Quality of Service (QoS)-related parameters for HAS streams within a wireless mobile network. The results of our simulations demonstrate that our proposed system results in better perceived quality of video, measured by Mean Opinion Score (MOS), by almost 7% on average, while lowering the freezing period by almost 20% on average across HAS users when compared to other approaches where HAS users only rely on local adaptation logics.
64

On the Incorporation of Quality of Experience (QoE) in Mobile Networks : A technical, regulatory and business analysis

Martinez Ballesteros, Luis Guillermo January 2017 (has links)
Mobile operators face a scenario characterised by new challenges such as growing data consumption, a slowdown in subscriber growth and reduced revenues due to the success of OTT providers. To remain competitive, mobile operators must offer affordable services and think on strategies to retain current customers. Quality of Experience (QoE) is a well-established methodology for measuring and understanding the overall level of customer satisfaction with a service and has been presented as a way to improve telecommunication services. Even though QoE can be used to solve problems such as customer loyalty and optimisation of network resources in mobile networks, there is a great lack of knowledge on how mobile operators can take advantage of QoE and its potential benefits. This thesis explores the incorporation of QoE in mobile networks to improve their service offering from a technical, regulatory and business perspective.The technical level focuses on the definition of the mechanism to integrate QoE in the operation of mobile networks. The second part of this study has been focused on the regulatory framework on Net Neutrality. Finally,the third part of this thesis focuses on the identification of potential business scenarios and models based on the incorporation of QoE in mobile networks. An important conclusion is that due to the nature of the challenges faced by the mobile industry, a QoE analysis cannot be limited to a technical discussion. A technical solution can be the first step to the first step to overcoming industry challenges. However, it is important that a technical decision comes along with an informed analysis of the regulatory conditions and the business implications of the proposed solution. On the other hand, mobile operators require new methods that integrate technical, market and business considerations to improve their service offer. A method analysed in this dissertation is a Customer Experience Management (CEM) platform. Given the technical, regulatory and business factors covered in this thesis, a CEM platform can be used by mobile operators to make a better use of QoE in their business operation. / Mobiloperatörer möter ett scenario som kännetecknas av en ökande trend inom dataförbrukning, tecken på en avmattning i abonnenttillväxten, en en minskning av de traditionella intäkter på grund av framgången med OTT leverantörer. Dessutom, mobila användare har gott om alternativ för att ändra tjänsteleverantören. I det här fallet måste mobiloperatörer förbli konkurrenskraftiga baseras både på pris och deras abonnenter tillfredsställelse. Kvalitet Erfarenhets (QoE) införlivande i mobilnät kan vara ett av alternativen för att möta vissa mobilbranschen utmaningar som omfattar tekniska, kommersiella och marknadsnivå. QoE möjliggör en bredare och mer övergripande förståelse av användarnas erfarenheter med utförandet av applikationer, tjänster och nätverk, samtidigt som kompletterar traditionella techno-centric begrepp som Quality of Service(QoS). Händelse om användningen av QoE data har föreslagits som ettsätt att lösa problem som optimering av nätverksresurser och kundomsättning upplevs av mobiloperatörer, finns det fortfarande en lucka på hur man utnyttjar QoE och dess potentiella fördelar i ramen för mobilnät. Således är den övergripande inriktningen av denna avhandling på att analysera hur mobiloperatörer kan integrera QoE feedback för att förbättra sin serviceerbjudande.Men på grund av arten av de utmaningar som den mobila industrin står inför, denna analys kan inte begränsas till en teknisk nivå diskussion. även hitta en teknisk lösning skulle kunna vara det första steget för att övervinna utmaningarna på marknaden, är det viktigt att ett tekniskt beslut kommer tillsammans med en välgrundad analys av de regulatoriska förutsättningarna för att genomförandet och affärs konsekvenserna av den föreslagna lösningen.Så kan en skådespelare intresserad av genomförandet av det föreslagna i dennaavhandling mekanism har fler verktyg för ett välgrundat beslut fattandet. På teknisk nivå, fokuserar denna uppsats på identifiering av teknisk mekanismför att införliva QoE i mobilnätet. Sedan vår analys kretsar kring identifieringen av regelverket om nätneutralitet och dess potentiella inverkan på genomförandet av den föreslagna mekanismen för införliva QoE i mobilnät. Slutligen, och letar efter en helhetssyn på QoE frågan, erbjuder vi en analys av konsekvenserna av att införliva QoE för hela mobilnät ekosystemet och intressenterna längs hela värdenätverket. / <p>QC 20161229</p> / Quality of Experience: A Techno-economic Analysis / Quality of Experience and Net Neutrality
65

Performance Testing and Assessment of Various Network-Based Applications

Kondepati, Divya Naga Krishna, Mallidi, Satish Kumar Reddy January 2019 (has links)
Performance Testing is one of the crucial parts of any software cycle process. In today’s world, there is any number of network-based applications. Manual Testing and Automated Testing are the two important ways to test any type of application. For Manual Testing a mobile application known as BlekingeTrafiken is used. For Automated Testing, a web application known as Edmodo is used. Selenium is the automated tool included for automated testing. But, for each application, there are several users and because of that, there might be a decrease in performance of the application as an increase in the number of users. Performance of an application also depends on response times, mean, stability, speed, capacity, accuracy. The performance also depends on the device (memory consumption, battery, software variation) and Server/API (less no of calls) and depends on the network performance (jitters, packet loss, network speed). There are several tools for performance testing. By using these tools, we can get accurate performance results of each request.  In this thesis, we performed manual testing of a mobile application by increasing the number of users under similar network conditions, automated testing of a web application under various test cases and tested the performance of an iPad application (PLANETJAKTEN). It is a real-time gaming application used to learn mathematics for children. Apache JMeter is the tool used for performance testing. The interaction between the JMeter tool and the iPad is done through HTTP Proxy method. When any user starts using the application, we can measure the performance of each request sent by the user. Nagios is the tool used to monitor the various environments. Results show that for manual testing, the time taken for connecting to WI-FI is low compared to opening and using the application. For automated testing, it is found that the time taken to run each test case for the first time is high compared to the remaining trials. For performance testing, the experimental results show that the error percentage (the percentage of failed requests) is high for logging into the application compared to using the application.
66

Design of an architecture and communication protocol for video transmission and videoconference

Jiménez Herranz, José Miguel 10 September 2018 (has links)
Esta tesis doctoral aborda el problema de la transmisión de vídeo, en sistemas de transmisión de televisión y vídeo bajo demanda en tiempo real y de videoconferencia, a través de redes IP, haciendo un énfasis especial cuando la conexión se establece entre dispositivos móviles. En la primera parte del trabajo se introduce la transmisión de video en redes IP y se hace especial incapie en la videoconferencia, pasando posteriormente a presentar el estado del arte en ambos ámbitos. Tratamos y estudiamos cuestiones relacionadas con la compresión de vídeo, la calidad del vídeo recibido, la calidad de experiencia (QoE), sistemas para la mejora de la QoE para la videoconferencia y también tecnologías, como Software Defined Networking (SDN), que nos permiten mejorar dinámicamente la configuración de los dispositivos de red para mejorar la QoE percibida por los usuarios finales. Posteriormente, pasamos a describir el diseño de la arquitectura y el protocolo para la transmisión de vídeo en redes IP, con distintos objetivos. Proponemos una arquitectura y un protocolo para mejorar la QoE de los usuarios en la transmisión de vídeo en Internet Protocol Television (IPTV). También lo hacemos para la transmisión de vídeo en Redes Heterogéneas usando HTML5. Por último proponemos un algoritmo y protocolo para mejorar QoE de la transmisión de vídeo en redes empleadas para la monitorización ambiental, basándonos principalmente en un estudio fundamentado en la codificación en función del color predominante de las imágenes del vídeo. En el siguiente capítulo pasamos a proponer una nueva arquitectura y un protocolo para la mejora de la calidad de experiencia de extremo a extremo (E2E QoE) de los usuarios conectados a una videoconferencia. Definimos el proceso del sistema, la máquina de estados finita y el algoritmo necesario para su correcto funcionamiento. Por último, presentamos las distintas pruebas experimentales que se han realizado para estudiar y determinar los mejores sistemas de codificación, y su comportamiento al utilizar tecnologías como SDN en redes de dispositivos móviles, en Redes Heterogéneas usando HTML5 y en videoconferencia. / This doctoral thesis faces the problem of video transmission, in television transmission systems and video on demand in real time, and video conferencing, in IP networks, making a special emphasis when the connection is established between mobile devices. In the first part of the work, video transmission in IP networks is introduced, and a special emphasis is made on videoconference, afterwards presenting the state of the art in both areas. We address several issues related to video compression, the quality of the video received, the Quality of Experience (QoE), systems for improving the QoE for videoconferencing and also technologies, such as Software Defined Networking (SDN), which allow us to dynamically improve the configuration of the network devices to improve the QoE perceived by the end users. Later, we come to describe the design of the architecture and protocol for the transmission of video in IP networks, with different objectives. We propose an architecture and a protocol to improve the QoE of the end users in the transmission of video in Internet Protocol Television (IPTV). We also do it for the transmission of video in Heterogeneous Networks using HTML5. Finally, we propose an algorithm and protocol to improve QoE of video transmission in networks used for environmental monitoring, fundamentated mainly on a study substantiated on coding based on the predominant color of the images of the video. In the next chapter, we propose a new architecture and a protocol for improving the End-to-End Quality of Experience (E2E QoE) of the users connected to a video conference. We define the process of the system, the finite state machine and the algorithm necessary for its correct operation. Finally, we present the different experimental tests that have been carried out to study and determine the best coding systems, and their behavior when using technologies such as SDN in networks of mobile devices, in Heterogeneous Networks using HTML5 and in videoconference. / Aquesta tesi doctoral aborda el problema de la transmissió de vídeo, en sistemes de transmissió de televisió i vídeo sota demanda en temps real, i de videoconferència, a través de xarxes IP, fent un èmfasi especial quan la connexió s'estableix entre dispositius mòbils. En la primera part del treball s'introdueix la transmissió de vídeo en xarxes IP i es fa especial incapie en la videoconferència, passant posteriorment a presentar a l'estat de l'art en tots dos àmbits. Tractem i estudiem qüestions relacionades amb la compressió de vídeo, la qualitat del vídeo rebut, la qualitat d'experiència (QoE), sistemes per a la millora de la QoE per a la videoconferència i també tecnologies, com a Software Defined Networking (SDN), que ens permeten millorar dinàmicament la configuració dels dispositius de xarxa per a millorar la QoE percebuda pels usuaris finals. Posteriorment, passem a descriure el disseny de l'arquitectura i el protocol per a la transmissió de vídeo en xarxes IP, amb diferents objectius. Proposem una arquitectura i un protocol per a millorar la QoE dels usuaris en la transmissió de vídeo en Internet Protocol Television (IPTV). També ho fem per a la transmissió de vídeo en Xarxes Heterogènies usant HTML5. Finalment proposem un algoritme i un protocol per a millorar QoE de la transmissió de vídeo en xarxes emprades per al monitoratge ambiental, basant-nos principalment en un estudi fonamentat en la codificació en funció del color predominant del vídeo. En el següent capítol passem a proposar una nova arquitectura i un protocol per a la millora de la qualitat d'experiència d'extrem a extrem (I2I QoE) dels usuaris connectats a una videoconferència. Definim el procés del sistema, la màquina d'estats finita i l'algoritme necessari per al seu correcte funcionament. Finalment presentem les diferents proves experimentals que s'han realitzat per a estudiar i determinar els millors sistemes de codificació, i el seu comportament en utilitzar tecnologies com SDN en xarxes de dispositius mòbils, en Xarxes Heterogènies usant HTML5 i en videoconferència. / Jiménez Herranz, JM. (2018). Design of an architecture and communication protocol for video transmission and videoconference [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/107321 / TESIS
67

Mobilní aplikace pro predikci subjektivní kvality zážitku s datovou službou / Mobile Application for Subjective Quality of Experience Prediction of Data Service

Červenák, Rastislav January 2015 (has links)
This work deals with user satisfaction with mobile data service. The main part is devoted to the development of a mobile application that provides testing network parameters to evaluate and use online databases shared with other users. Discussed the possibility of distributing applications among users over its testing and then to the App Store.
68

QoE Performance Evaluation by Introducing Video Freeze on Mobile Multimedia

Narapareddy, Yagna Brahma Sai January 2019 (has links)
Real time video streaming through mobile Internet is increasing day by day and the video  quality can be affected  very badly by network performance issues. Video freezing and video  jumping are one of the serious issues that affect the user experience badly. Hence service providers are interested to evaluate the performance of quality of experience. We  follow the methods from the International Telecommunications Union–Telecommunication Sector(ITU-T)recommendations. In this thesis, we are studying the effect of freezing on user experience by subjective tests and obtaining the mean opinion scores using perceptual video quality assessment tool and analyze  which part of the video is affected mostly by introducing freezein selected parts.
69

Measuring Impact of QoS on QoE in Mobile Web Services

Chowdhury, Md Kamal Hossain January 2012 (has links)
With the development of mobile web services, it is important to know for a service provider how Quality of Service (QoS) is related with the Quality of Experience (QoE) for the mobile users. Any change in the QoS could be reflected on the QoE. However, good QoS does not always provide good QoE. Thus, a proper combination of QoS and QoE results in a good user experience. Good understanding of QoS and QoE is necessary in order to achieve that. In addition, identifying the proper relationship between network level QoS and user-end QoE is extremely challenging task which requires the highest level of accuracy. In order to understand the relation between QoS and QoE in a web service, an Apache server was setup with Google Map Web Service. In the server side, QoS parameters- delay, jitter and service unavailability were introduced for an experiment. In the user end, QoE was examined by doing experiment with different mobiles. In this test, 18 different conditions were experienced by the user who marked their QoE. This experiment was designed to collect data from the user to examine the user QoE and network level QoS. The results show that without server end Apache QoS module the service might be unavailable in high delay and jitter. However, with the Apache QoS module the service is available in high delay and jitter even though it takes longer time to respond. For better QoE, the delay and jitter should be as low as possible. Moreover, better QoE is experienced in better mobile design. Good mobile receiver and resolution make the QoE higher. Lower quality mobile design cannot ensure good service even though the network level QoS is good.
70

Implementation and Evaluation of Positional Voice Chat in a Massively Multiplayer Online Role Playing Game

Kelkkanen, Viktor January 2016 (has links)
Computer games, especially Massively Multiplayer Online Role Playing Games, have elements where communication between players is of great need. This communication is generally conducted through in-game text chats, in-game voice chats or external voice programs. In-game voice chats can be constructed to work in a similar way as talking does in real life. When someone talks, anyone close enough to that person can hear what is said, with a volume depending on distance. This is called positional or spatial voice chat in games. This differs from the commonly implemented voice chat where participants in conversations are statically defined by a team or group belonging. Positional voice chat has been around for quite some time in games and it seems to be of interest for a lot of users, despite this, it is still not very common. This thesis investigates impacts of implementing a positional voice chat in the existing MMORPG Mortal Online by Star Vault. How is it built, what are the costs, how many users can it support and what do the users think of it? These are some of the questions answered within this project. The design science research method has been selected as scientific method. A product in form of a positional voice chat library has been constructed. This library has been integrated into the existing game engine and its usage has been evaluated by the game’s end users. Results show a positional voice system that in theory supports up to 12500 simultaneous users can be built from scratch and be patched into an existing game in less than 600 man-hours. The system needs third-party libraries for threading, audio input/output, audio compression, network communication and mathematics. All libraries used in the project are free for use in commercial products and do not demand code using them become open source. Based on a survey taken by more than 200 users, the product received good ratings on Quality of Experience and most users think having a positional voice chat in a game like Mortal Online is important. Results show a trend of young and less experienced users giving the highest average ratings on quality, usefulness and importance of the positional voice chat, suggesting it may be a good tool to attract new players to a game.

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