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IEEE Workshop on
Quality of Experience-based Management for Future Internet Applications and Services
(in conjunction with IEEE ICC 2015)
London, UK, 12 June, 2015
Sponsored by the Technical Committee on Multimedia Communications of the IEEE Communications Society

Keynote Speech

QoE Management for Telephony and Gaming Services: Some Thoughts and Concepts

Prof. Sebastian Möller

Quality and Usability Lab, Telekom Innovation Labs, TU Berlin, Germany; sebastian.moeller@telekom.de

The range of telecommunication services available on the market is wide, and even more widespread is the depth with which Quality of Experience (QoE) considerations have penetrated service design, planning and management. Whereas sophisticated models predicting QoE for speech (and partially also video) telephony are available, and online monitoring permits these models to be used during service operation, far less is known about QoE for new emerging services, such as cloud gaming. In addition, little is known about how QoE management finally influences user experience and acceptance. In this talk, I will try to identify open gaps for research which might lead to new QoE management paradigms for both traditional as well as emerging services.

The basic assumption is a broad concept of QoE as reflected in the recent definition from the Qualinet group. This QoE concept includes not only the physical signals reaching the user, but also other system, user and context-of-use factors. For some of these factors subjective and partially also instrumental measurement principles are known; for others, there is a gap which might be filled by new rating or physiological paradigms. Then, models predicting some of these QoE aspects on the basis of signals or parameters will be addressed, and it will be pointed out which of them might be helpful for QoE management. Finally, methods for manipulating system and service factors for improving perceived QoE will be addressed. These methods might be based on the measurement of technical characteristics or of user factors, behavior and state.