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Wireless Multimedia & Networking (WMN) Research Group, Kingston University, London, UK
{p.kara, m.martini, c.hewage, f.felisberti}@kingston.ac.uk
2
ABSTRACT
In recent years, HTTP video streaming has become a
dominant technology for multimedia content consumption.
Frame freezing occurring in the video stream is considered
one of the key factors affecting the perceptual visual quality
at the client side. In this paper we provide an analysis of
how frame freezing in 3D video streams is observed over
time, addressing the question whether the user starts
tolerating freezes or gets irritated by them. The amount of
Temporal Information of the video sequences is taken into
consideration, since significant differences between adjacent
frames can increase the detectability of freezing.
Index Terms Quality of Experience, perception of
quality, QoE over time, 3D video streaming, frame freezing
1. INTRODUCTION
Video streaming today is possibly the most popular way of
home entertainment. High-bandwidth mobile data services
allow the user to be mobile, in a sense that moving from one
place to another does not prevent the consumption of such
services. HTTP streaming is commonly used by over-the-top
service providers.
While with a UDP-like transport protocol the video
quality can be deteriorated by visual artifacts during servicelevel degradation, the greatest foe of the consumer of an
HTTP service is frame freezing or rebuffering events. Here
it is important to distinguish between indicated rebuffering
(e.g., with a spinning circle indicator, simply rebuffering
in the following) and frame freezing (i.e., one frame is
repeated until video playback starts again). Frame freezing is
the main focus of this study, since some playback systems
may indicate the rebuffering to the user, while others may
just freeze the frames. Frame freezing could also be an
indicator of performance issues with the playback system.
Initial loading times must be taken into consideration as
well, but, unsurprisingly, rebuffering during a high-motion
2. RELATED WORK
The variation of QoE over time is a relevant topic not only
in the consumption of everyday entertaining multimedia, but
also in fields related to medical media. The EU FP7
CONCERTO project proposed a novel cross-layer
architecture [4] to enable prompt diagnosis and operation in
medical emergency scenarios. The solution takes into
consideration the factor of time in perceived quality [3],
addressing the question of how QoE perception varies over a
temporal period.
De Pessemier et al. [5] give valuable insight into service
acceptability, based on rebuffering interruptions. In the
study, the number and the duration of rebuffering events
plus the initial loading time were taken into account. While
loading time was considered less critical by the test
participants, fluent playback was even more important than
video resolution or frame rate: users can tolerate up to 20
seconds total waiting time for stimuli lasting around 2530
minutes (14 videos, about 2 minutes each), but a waiting
duration beyond 1 minute is unacceptable.
Indeed, the initial loading time and interruptions caused
by rebuffering are both sources of dissatisfaction; choosing
between them would be like being caught between the devil
and the deep blue sea. The research questions of Hossfeld
et al. [1] address this dilemma. The results show that even
though both phenomena depend on the service while users
develop expectations regarding initial waiting time based on
the application stalling is considered unexpected and
sudden.
Along with initial buffering time and stalling duration,
the frequency of rebuffering events affects QoE. The
findings of Mok et al. [6] provide a mapping between QoS
and QoE for HTTP video streaming and also point out that
instead of the spatial artefacts, the temporal structure plays a
key role in modifying the quality of user experience of a
streaming service suffering frequent rebuffering due to
network conditions. The subjective results display a
significant drop in MOS during certain levels of rebuffering
frequency, depending on content type (sports game, news,
TV comedy show and music video) and thus temporal
information.
TI [7] is a measure of difference between adjacent
frames, and thus provides an estimation of the level of
motion in video contents. This estimation can be used to
further estimate the perceived video quality during network
performance degradation [8]. This method provides realtime QoE monitoring based on the data measured and
computed on the receiver side, but without relying on video
sequence reference as input. The paper emphasizes the
importance of TI (and also Spatial Information) in
perceptual quality estimation. In our paper, we focus only on
TI, and put a greater highlight on QoE over time.
It also needs to be noted that when frames freeze in a
stalling event, it can happen with or without frame skipping.
and the section was repeated until the point was clearly
detected. This was performed for all three points of S1.
3.5. Conditions
In order to perform the quality rating later on, the
participants had to be aware of the six points of frame
freezing. We indicated those positions before the assessment
task. One could argue that a randomized placement of
freezing points without subject knowledge would have
resulted in a more realistic test, but if the study had been
done this way, we could not have determined the impact of
the freezing location itself at least not without introducing
many more conditions, requiring more tests and a larger
subject pool.
The order of conditions (see Figure 1) included a
repeated pattern of five conditions (reported in white in
Figure 1). We primarily used this pattern to observe the
alteration of the frame freezing tolerance over time, since
subjects would see it twice during the test.