Adaptive rate control for streaming stored fine-grained scalable video
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Sharp or smooth?: comparing the effects of quantization vs. frame rate for streamed video
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON)
An efficient packet scheduling algorithm with deadline guarantees for input-queued switches
IEEE/ACM Transactions on Networking (TON)
Proceedings of the 15th international conference on Multimedia
IEEE MultiMedia
An empirical evaluation of VoIP playout buffer dimensioning in Skype, Google talk, and MSN Messenger
Proceedings of the 18th international workshop on Network and operating systems support for digital audio and video
Data quality from crowdsourcing: a study of annotation selection criteria
HLT '09 Proceedings of the NAACL HLT 2009 Workshop on Active Learning for Natural Language Processing
A crowdsourceable QoE evaluation framework for multimedia content
MM '09 Proceedings of the 17th ACM international conference on Multimedia
Proceedings of the international conference on Multimedia information retrieval
Quadrant of euphoria: a crowdsourcing platform for QoE assessment
IEEE Network: The Magazine of Global Internetworking - Special issue on improving quality of experience for network services
IEEE Network: The Magazine of Global Internetworking - Special issue on improving quality of experience for network services
Delay reduction techniques for playout buffering
IEEE Transactions on Multimedia
Adaptive playout scheduling and loss concealment for voice communication over IP networks
IEEE Transactions on Multimedia
Video summarization via crowdsourcing
CHI '11 Extended Abstracts on Human Factors in Computing Systems
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Despite all the efforts devoted to improving the QoS of networked multimedia services, the baseline for such improvements has yet to be defined. In other words, although it is well recognized that better network conditions generally yield better service quality, the exact minimum level of network QoS required to ensure satisfactory user experience remains an open question. In this paper, we propose a general, cheat-proof framework that enables researchers to systematically quantify the minimum QoS needs for real-time networked multimedia services. Our framework has two major features: 1) it measures the quality of a service that users find intolerable by intuitive responses and therefore reduces the burden on experiment participants; and 2) it is cheat-proof because it supports systematic verification of the participants' inputs. Via a pilot study involving 38 participants, we verify the efficacy of our framework by proving that even inexperienced participants can easily produce consistent judgments. In addition, by cross-application and cross-service comparative analysis, we demonstrate the usefulness of the derived QoS thresholds. Such knowledge will serve important reference in the evaluation of competitive applications, application recommendation, network planning, and resource arbitration.