Awareness driven video quality of service in collaborative virtual environments

Author(s):  
Gail Reynard ◽  
Steve Benford ◽  
Chris Greenhalgh ◽  
Christian Heath
2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Nicholas Milef ◽  
Adam Ryason ◽  
Di Qi ◽  
Samuel O. Alfred ◽  
Cullen D. Jackson ◽  
...  

AbstractCollaborative virtual environments are being used in various applications ranging from online games to complex team training scenarios. The key to the success of such environments is the ability of the participants to form a shared mental model of the collaborative task being performed. Poor quality of service can deteriorate user performance and quality of experience, leading to a disruption of this mental model. While the effects of quality of service have been analyzed for traditional desktop environments, these effects remain unclear in collaborative virtual environments during user-to-user interactions. Here, we analyze the role of latency and packet bursts, two common problems in collaborative applications, on both simulator perception and actual task performance in a collaborative fire-fighting simulator. This exploratory study indicates that large latencies have a significant (p < 0.05) impact on the quality of experience, but not task performance. In contrast, packet bursts have a much larger impact on both the quality of experience and performance. Additionally, the network role, such as whether a user is a client or server, showed a significant (p < 0.05) impact on task performance in conditions impaired by packet bursts.


1999 ◽  
Author(s):  
Jiuhuai Lu ◽  
Mainak Chatterjee ◽  
Mayer D. Schwartz ◽  
Mihir K. Ravel ◽  
Wilfried M. Osberger

2018 ◽  
Vol 15 (1) ◽  
pp. 97-114 ◽  
Author(s):  
Danilo Stanojevic ◽  
Boban Bondzulic ◽  
Boban Pavlovic ◽  
Vladimir Petrovic

This paper deals with the delay, delay variation - jitter, packet loss rate and bandwidth as quality of service parameters, in the form of four types of video quality degradations. The impact of defined levels of degradation on subjective impressions (given as mean opinion scores) is analyzed. ReTRiEVED video dataset with publicly available subjective scores is used in the analysis. Three full-reference measures are used for objective assessment of video quality. The degree of consistency of subjective and objective quality scores is shown through scatter plots and quantitative measures (linear correlation coefficient and correlation of the ranks). Based on the interpolation functions, quality of service parameters are mapped to subjective experience. We show that jitter is a much more destructive effect than other degradation types.


Author(s):  
Maria Andréia F. Rodrigues

This chapter shows how recent computing technologies such as collaborative virtual environments, high speed networks and mobile devices can be used for training and learning in healthcare providing an environment with security and quality of service. A number of studies have been conducted so far in these research areas. However, the development of integrated care has proven to be a difficult task. Therefore, we aim also to discuss the promising directions of the current work and growing importance on these subjects. This includes comparative analysis of the most relevant computer systems and applications developed so far that integrate modern computing technologies and health care. We believe this work is considered to be primarily for the benefit of those who are working in the field of computer science and health care, as well academic community, practitioners, and those involved in the development, implementation and study of integrated care using new computing technologies.


2004 ◽  
Vol 42 (4) ◽  
pp. 42-48 ◽  
Author(s):  
D. Gracanin ◽  
Yunxian Zhou ◽  
L.A. DaSilva

2003 ◽  
Vol 49 (4) ◽  
pp. 1367-1377 ◽  
Author(s):  
C. Hentschel ◽  
R.J. Bril ◽  
Yingwei Chen ◽  
R. Braspenning ◽  
Tse-Hua Lan

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