Community Research and Development Information Service - CORDIS


QoE-Net Report Summary

Project ID: 643072
Funded under: H2020-EU.1.3.1.

Periodic Reporting for period 1 - QoE-Net (innovative Quality Of Experience maNagement in Emerging mulTimedia services)

Reporting period: 2015-01-01 to 2016-12-31

Summary of the context and overall objectives of the project

The recent technological advances enabled a wide range of new services, such as: social TV, immersive environments, mobile gaming, HDTV over mobile, 3D virtual world, book/newspaper consumption, social networking, IPTV applications, just to cite a few. Some of these services have already reached a major market success especially because a user-centered approach has been followed to design the whole process of content production, service activation, content consumption, service management and updating. Accordingly, it arises that optimization and management of the Quality of Experience (QoE) is undoubtedly a crucial concept in the deployment of successful services and products.
On the basis of these considerations, the QoE-Net project has built and is managing an inter-disciplinary training network in the core disciplines involved in the research and development of Quality of Experience modelling, optimization, control and management schemes for new and emerging multimedia services, with particular emphasis on the following: mobile gaming, social TV and web services. Indeed, the QoE, unlike the traditional QoS concept, reflects directly to an end-user’s perceived experience for a service, and thus requires knowledge from fields such as: psychology, visual and performing arts, communications and networking, signal processing and media technology, as well as customer behaviour research and business studies; it can consequently only be addressed with a consortium of high-quality academic and research partners, with interlink with industrial partners and standardization bodies, as the one of QoE-Net.
From the technical point of view the QoE-Net project studies and develops models, methodologies and tools for an effective management of the QoE along the whole chain of design, production, delivery and control of multimedia services. As already mentioned, particular attention is devoted to three applications: mobile gaming, social TV, and web-services. The following are the major research areas that are part of the eco-system of factors in multimedia service provisioning, where the quality of experience needs to be strongly considered: content and context-aware coding; context and network-aware delivery; content and context-aware decoding/displaying; QoE monitoring, control and management; QoE definition, modelling and evaluation.

Work performed from the beginning of the project to the end of the period covered by the report and main results achieved so far

In the 24 months that have passed since the beginning of the project, the contributions of project partners and fellows (Early Stage Researchers - ESRs) led to significant achievements. As a first important milestone, all 12 ESRs have been successfully recruited, with great diversity in country of origin, type of university degree and background studies, age, research topic of interest, skills, etc. However, what is common about the ESRs is that they are all collaborative and value team work. This resulted in well-composed Workpackage deliverables and disseminated scientific group efforts. So far there have been 30 papers published in total, based on the research of QoE-Net participants. As collaborations extend beyond the members of the project, 24 of these papers involved scientists from industry and academia who are not affiliated with QoE-Net.
As the project itself is a training network, research training is a core element of the activities. First of all, ESRs are trained through participation in tutorials and seminars. For this purpose, Online Short Courses are organized for the ESRs, which are coordinated by the ESRs themselves. At the time of this report, 9 of these courses have already been delivered via an online video conferencing platform, and 8 more are to be delivered in the following 12 months. The topics covered by these courses include standardization, perception, quality assessment, QoE-aware solutions, display technologies, video coding, usability, business aspects etc. The expertise of the ESRs is also broadened by transferable skills training events. A total of 6 events will take place, 3 of those have already occurred in the first two years. These events include focus on the development of scientific paper writing skills and oral presentation skills – which are essential for the dissemination of research results – standardization, patenting, project proposal writing and business planning. Other network-wide events also serve the purpose of personal development. 5 out of the 9 network-wide events were allocated to the first two years, which included coaching, seminars and a summer school as well, training ESRs in interdisciplinary methods. All events in the project are co-organized with the ESRs, in order to maximize the efficiency of personal development.
As conferences are excellent sources of knowledge transfer, the ESRs began organizing their own international scientific conference, co-located with the most relevant conference in the research area ( Other forms of outreach have been also exploited by the ESRs, mostly: distribution of their knowledge and expertise through online repositories such as Wikipedia and dissemination of their work and their activities through social media.

Progress beyond the state of the art and expected potential impact (including the socio-economic impact and the wider societal implications of the project so far)

As it was planned, in QoE-Net a special focus has been devoted to three applications: mobile gaming, social TV, and web media services. With respect to mobile gaming, the influence factors that have an impact on gaming QoE (including mobile scenarios) have been identified, listed and proposed to ITU-T SG 12 and it is expected to get finalized in the next ITU meeting in September, 2017. With regards to Social TV and Storytelling, the basic methodologies for measuring the immersive experience for storytelling in terms of human, systems and design factors were proposed as a framework. Related to web media services, a number of studies have been carried out. A novel user test method was developed which was presented at ITU-T Study Group 12, Question 14. Also, some other contributions to ITU-T Study Group 12, Question 14 have been made to develop a standardized quality prediction model for adaptive video streaming. These activities resulted in three patent applications for Deutsche Telekom AG, filed together with partner universities. An assessment of user behaviour for online video services was also conducted, which resulted in three conference papers. Also, some practical activities have been done so far such as the creation of a framework for adaptive streaming, which mostly relies on the use of Android applications, cloud services, the SDN (Software Defined Networks) and the NFV (Network Function Virtualization) technologies. Some other studies were carried out with respect to immersive multimedia: luminance independent chromaticity pre-processing for HDR video coding to enhance the colour quality using current encoding standards, which resulted in two proposals to MPEG other than a publication.
The significant achievements with respect to the state of the art are proved by the high-quality 30 publications, 3 major standard contributions and three filed patents.
The following are the aspects where QoE-Net is having a major impact with reference to the skill, career and creativity of the ESRs: acquiring fundamental and practical knowledge; improving experience through secondments; learning communicating in scientific and industrial environments; learning how to conduct cooperative research; entrepreneurial mindset; improving exploitation capabilities.
Follow us on: RSS Facebook Twitter YouTube Managed by the EU Publications Office Top