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Quality of Experience and Interactivity

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Abstract

This chapter discusses the relation between interactivity and QoE. In this context, a definition of interactivity comprising human-to-human interaction as well as human-to-machine interaction is presented, and a description of a possible instrumentation is given. In terms of quality formation, a mediation layer between quality influence factors and perceived quality features is introduced that allows the inclusion of interactivity-related perception in the quality formation process. A discussion of commonalities and differences between interaction with a system and interaction with one or several other persons via a system identifies the open challenges for reliable and successful measurement of interactivity related aspects and the identification of relationships between these interaction measures and QoE.

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Notes

  1. 1.

    Also other distortions in the communication channel such as e.g. echo or noise to impact the interaction behaviour of interactants. However, throughout this chapter we focus on transmission delay as most influential impairment for human mediated communication.

  2. 2.

    Due to space limitations we can only discuss interactivity for certain interactive services within this chapter, and hereby want to point out that our definitions of interactivity as well as the contribution of interactivity to the overall quality formation process are also valid for other interactive services such as sensory experiences and interactive gaming, as described in Chaps. 24 and 25, respectively.

  3. 3.

    Human interaction scholars might argue that restricting interaction to request-response patterns is no longer an analysis of true interaction but rather quasi interaction (cf. [57]). However, as we target a broad range of services in addition to H2H interaction we are confident that this restriction is adequate for identifying the influence of interactivity on QoE for all of these services.

  4. 4.

    This model is based on observations of H2H-communication interactions reported in [810] where users were interrupting the other person frequently, and observations of H2M interaction, where similarly users, while web-browsing [11, 12], were navigating further on a web page through clicking on a respective link before the web page was fully loaded. This lower bound of sufficient information (for issuing a subsequent request) might be defined in two ways: (1) with a relative or absolute amount of information (e.g. 70 % of rendered screen area, or fully rendered screen) (2) based on the considerations from [2] where the bound is reached after the entropy of user (A) gets smaller then the entropy of the response of user (B) in order to maximize the amount on information exchanged.

  5. 5.

    Thereby running several times through the respective perception and judgement processes.

  6. 6.

    Note that the quality influence factors in the quality formation process described in Chap. 2 are considered in the lower left box that feeds in the sensory processing cirle in Fig. 2.3.

  7. 7.

    including all system parts such as e.g. the transmission path, the interface, amount of information stored etc.

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Egger, S., Reichl, P., Schoenenberg, K. (2014). Quality of Experience and Interactivity. In: Möller, S., Raake, A. (eds) Quality of Experience. T-Labs Series in Telecommunication Services. Springer, Cham. https://doi.org/10.1007/978-3-319-02681-7_11

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  • DOI: https://doi.org/10.1007/978-3-319-02681-7_11

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