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Entertainment Computing 2 (2011) 175–190

Contents lists available at ScienceDirect

Entertainment Computing
journal homepage: ees.elsevier.com/entcom

A survey on user studies and technical aspects of mobile multimedia applications


Shelley Buchinger ⇑, Simone Kriglstein, Sabine Brandt, Helmut Hlavacs
University of Vienna, Faculty of Computer Science, Entertainment Computing Research Group, Lenaugasse 2/8, 1080 Vienna, Austria
Workflow Systems and Technology Research Group, Rathausstraße 19/9, 1010 Wien, Austria
University of Veterinary Medicine, Equine Biotechnology Unit, Veterinärplatz 1, 1210 Vienna, Austria

a r t i c l e i n f o a b s t r a c t

Article history: Some years ago, Mobile TV has been introduced in several countries all over the world. It was expected
Available online 26 February 2011 that it would play a major role among traditional TV services. Unfortunately, the success has been limited
at the beginning. Since Mobile TV brings new aspects into television, like small screens, consumption in
Keywords: noisy surroundings, etc., it also represents a new challenge on how to create, transfer and present content
Mobile TV that maximizes the consumer experience. Today, some of these issues have been solved. Due to the intro-
QoE duction of smart phones and the large amount of available applications customers are starting to use
Human Centered Design
their mobile phones for several purposes including mobile multimedia services. As a consequence, the
Survey
concept for Mobile TV has changed significantly.
In the past, research has often been focusing on one particular aspect of this new TV scheme, as well as
surveys on this research often neglected aspects that still might be of interest when trying to understand
the dependencies of Mobile TV content and presentation to perceived quality. In this survey paper we
want to discuss challenges and requirements in a comprehensive way, trying to shed light on all relevant
aspects of Mobile TV. The aim of this paper is to give a good overview about the state of the art with the
focus of users’ need and experiences. A large collection of technical aspects and research results repre-
sents a special interest of this study. Finally, we want to discuss a framework for mobile multimedia
applications which is relevant for further research work.
Ó 2011 International Federation for Information Processing Published by Elsevier B.V. All rights reserved.

1. Introduction of available applications on the market has considerably increased.


This has mainly occurred for two reasons: (1) more sophisticated
Mobile TV and digital video content services represent an devices such as smart phones are available on the market (2) users
important business of the future. According to forecasts user have the possibility to contribute their applications to the commu-
demand will grow significantly by 2011 [72]. The realization of nity for example via App Store or Market. The consumers get more
Mobile TV leads to an important change of television that we know in more accustomed to use their mobile phones for a larger variety
today. Wippersberg compares the current situation to the early fif- of purposes including mobile multimedia services.
ties of the twentieth century, when television started to enter our Furthermore, the use of multimedia data in general becomes
homes [101]. At this time, similar to now, the screen size was dra- more and more popular, e.g., in social platforms or video responses
matically reduced leading to a completely new scenario with new in discussion forums instead of text messages. In [15] the ongoing
problems and challenges. Due to different consumption scenarios evolution of Mobile TV is described in more detail from the social
and time schedules, a new concept for the content production point of view. As possible perspective for the future Chorianopou-
and consumption had to be made for television. Wippersberg los states that ‘‘the introduction of content-enriched communica-
states that this needs to happen again for Mobile TV. tion services is a worthwhile direction’’. The open development
In the first period, mostly early adopters used Mobile TV. They platforms play an important role for the progress experienced in
were limited to the available services offered at the market, e.g., this area.
broadcasting and video on demand. Due to technical as well as In order to understand the needs and success parameters of mo-
conceptual reasons that will be discussed later in this paper the bile multimedia services, a large amount of user studies and exper-
initial success remained below most expectations. However, since iments have been performed. Many user studies [72,37,14,6,
then the concept of Mobile TV has changed. Currently, the number 74,33,73] show that one of the main critical aspects for the success
of Mobile TV is content. Special made-for-mobile content results in
⇑ Corresponding author. Tel.: +43 1427739653. much higher user satisfaction when compared to adopted standard
E-mail address: shelley.buchinger@univie.ac.at (S. Buchinger). TV content.

1875-9521/$ - see front matter Ó 2011 International Federation for Information Processing Published by Elsevier B.V. All rights reserved.
doi:10.1016/j.entcom.2011.02.001
176 S. Buchinger et al. / Entertainment Computing 2 (2011) 175–190

However, because of the involved costs, made-for-mobile pro- Design (HCD), also known as User Centered Design (UCD) involves
grammes are still the exception, and generally available content users in the design and development process for a better
is recoded for the smaller screens of mobile devices. This repre- understanding of their needs, tasks and expectations [91,35,22].
sents one of the reasons why Mobile TV is still in its infancy and The aspects of Human Centered Design correlate with the
the number of users is very limited. Evaluations showing a consid- understanding of User Experience (UX), which Hassenzahl and
erable number of consumers, like one million in Italy [17], have to Tractinsky [39] describe as a ‘‘consequence of a user’s internal state
be considered with care. This is due to the fact that usually persons (predispositions, expectations, needs, motivation, mood, etc.), the
having flat fee agreements which include Mobile TV are counted as characteristics of the designed system (e.g., complexity, purpose,
Mobile TV consumers, even if they are not actually using Mobile TV usability, functionality, etc.)’’. Especially for mobile phones the user
at all. interface and its usability often depends on the usage model and its
A number of surveys has been published that offer overviews layout [46] ‘‘and the context (or the environment) within the interac-
for research and development of Mobile TV. The surveys present tion occurs’’. Based on these factors, design solutions by prototyp-
research results from different studies. Yet they show that research ing can be developed, which are evaluated by their usability and
on similar questions has yielded completely different results in the by how they suit user needs in the next step of the Human
past. For example user studies carried out in Germany [6,74], Centered Design process.
Austria [73], or in South Japan [64] show that Mobile TV will be Currently, users generally watch television in private environ-
mainly viewed during short waiting times, while in similar studies ments, while mobile phones are often used in public areas. There
carried out in the United Kingdom and South Korea [14] or Belgium are many interesting studies about interactive television per-
[95], the main application area is at home. The reason for this formed in a home environment, yielding results that may have a
divergence can be understood when reading user comments re- high influence on mobile television as well. Therefore publications
corded during the experiments. Culture, mentality and age have on interactive television that might have an impact on Mobile TV are
a high impact on this research issue and lead to different outcomes, equally considered in this work. These additional insights can be
e.g., in the United Kingdom and in Belgium people do not want to particularly helpful for further design solutions. Finally approaches
disturb other people in public transports or on the street, and do and applications that are estimated to be promising.
not want to compromise their privacy.
In this paper a comprehensive overview of this earlier work is 2.1.2. Quality of experience (QoE)
given, by putting a major focus on the user’s point of view, thus An overall picture from the user’s point of view is given by
combining the Quality of Experience (QoE) approach with the tra- Quality of Experience (QoE). In this context, quality considers the
ditional Human Centered Design approach. Furthermore, parame- entire user experience and is measured by collecting and analyzing
ters depending on cultural aspects and on different user profiles subjective judgements. Standardization attempts to define this
are highlighted. Hereby, previous surveys are updated, e.g., a study term are still at an early stage. The ITU-T Study group 12 formu-
on Mobile TV for 3D movies [46], but also technical aspects are lated the Question 1/12 of the study period Study Period 2009–
included. As a consequence of this state of the art analysis open 2012 ‘‘QoS/QoE coordination and bridging the standardization
issues for Mobile TV are deduced and verbalised. Furthermore, gap’’ and approved in December 2008 the pre-published ITU-T Rec-
the most recent developments of mobile multimedia are analyzed ommendation G.1080 [92] defining user requirements for Quality
and an existing QoE framework adapted to the current mobile mul- of Experience for IPTV services. The recommendation contains
timedia process is presented. the following definition:
‘‘Quality of experience (QoE) is as the overall acceptability of an
application or service, as perceived subjectively by the end user.
2. Methodology, framework and structure
NOTE 1: Quality of Experience includes the complete end-
to-end system effects (client, terminal, network, services infra-
In this section, the applied methodology is described and dis-
structure, etc.).
cussed. Since we aim at putting the user in the center of our inves-
NOTE 2: Overall acceptability may be influenced by user expec-
tigation, we provide some related work on Human Centered Design
tations and context.’’
and Quality of experience. Furthermore, we intend to visualize the
Previous definitions have been summarized in [86] leading to a
results of this investigation by presenting a framework for QoE of
more technical approach:
Mobile Multimedia. Therefore, existing work on QoE frameworks
‘‘The users’ perceived experience of what is being presented by
will be presented. Finally, before starting to describe the results
the application layer, where the application layer acts as a user
of previous mobile multimedia studies, we motivate, describe
interface front-end that presents the overall result of the individual
and justify the structure selected for this survey.
Quality of Services.’’
This definition has been expressed in 2003 and it does not
2.1. Methodology match the current point of view implying more factors, e.g., envi-
ronmental influences or device properties. Based on the Human
2.1.1. Human Centered Design Centered Design approach, it is necessary to find answers to the
Several research papers focus on results elucidating the users’ following questions: Where and when will Mobile TV be con-
needs and motivations in regard to interactive television as well sumed? What kind of service and content should be made? How
as Mobile TV, since commercial success of a TV product depends should it look like and how will it be consumed? Initial attempts
on the users’ requirements and its viability [77,59]. to answer these questions are available [72,37,54], but results still
Eronen [21] points out that a good usability is an essential as- need to be refined.
pect of television. This is due to the fact that Mobile TV is mainly
consumed in leisure time, and users do not want to spend much 2.2. QoE framework
time to find out how to use it. Furthermore, Eronen also states that
for new devices and applications, the focus of Human Computer A certain amount of research in the area of quality of experience
Interaction (HCI) research, which usually concentrates on usability, has already been done. Most members of the research community
has to shift more to user experiences, which are relevant for the agree that an interdisciplinary approach needs to be followed.
use of the product according to user needs [22]. Human Centered However, except for the definitions of QoE presented above no pro-
S. Buchinger et al. / Entertainment Computing 2 (2011) 175–190 177

cedure for assessing QoE has been standardized yet. In this section, navigation for Mobile TV is easy to use and includes useful
a selection of proposed QoE frameworks will be presented. The aim features).
is to elucidate several perspectives ranging from frameworks These three main dimensions of cognitive perceptions influence
providing a high level description, followed by some more detailed the following three behavioral consequences [102]:
approaches down to QoS related QoE concepts. Exploratory behaviors: describes if users explore spontaneously
Moeller et al. [65] propose a taxonomy of QoS and QoE aspects the mobile multimedia applications with no plans or goals (e.g.,
that consists of three layers: (1) QoS-influencing factors (2) QoS try a new feature, which was developed for recording mobile
interaction performance and (3) QoE aspects. The QoE aspects are videos).
specified to be of hedonic or pragmatic nature according to the def- Performance gains: the goal of this dimension is to increase
initions of Hassenzahl [38]. In this way, the entire picture compris- user’s performance for solving tasks. Performance gains depend
ing user as well as technical aspects are taken into account. An on the application environments and on the task requirements.
extension of this work has been published by Geerts et al. in Technology adoption: describes the adoption or acceptance of a
[31]. Their aim is to build a framework that is linked with appropri- new mobile multimedia application or feature (e.g., to navigate
ate QoE measurement methods. In this scheme, according to the the Mobile TV channels with the use of speech and the acceptance
QoE definition, different layers of context and user expectations of this feature by users).
are taken into account. Furthermore, changes in use over time In [102] the relation between QoS and QoE characteristics can
are integrated in this model. This aspect seems to be very useful be studied. The framework of this survey describing the past and
for describing the current developments in mobile multimedia. A current evolution of mobile multimedia will be built on top of
more detailed view on the QoE in combination with a concrete the DIME framework where the focus is put on the QoE elements
procedure for measurements is provided in [18] and [49]. In both only.
cases agents are used for measuring single quality aspects and
overall results are additionally based on users’ feedback. Fiedler 2.3. Structure
et al. provide a theoretical view on the subject in [27] where
mathematical mapping functions between QoE and QoS are Since we decided to undertake our analysis according to QoE
proposed. criteria, we had to identify QoE key factors for mobile multimedia.
A specific framework focusing on the relation between QoE and Then, we sorted the collected information in respect to the defined
QoS parameters in distributed interactive multimedia environ- criteria yielding to conclusions for each single aspect.
ments has been published in [102]. Even if the context and the evo- QoE key factors for Mobile TV have been identified by
lution over time is not expressed as explicit as in [31] the approach [54,14,60]. Although all key factors are equally important, users
presented in [102] seems to fit best for our purposes because of the and their motivations to use Mobile TV play an essential role and
following reasons: As it can be observed in Fig. 1 the influences on influence other key factors. Therefore, these factors are related to
(1) performance gains, (2) exploratory behaviors and (3) technol- the Human Centered Design approach to consider users’ needs
ogy adoption are pointed out. Since mobile multimedia is a new and the resulting key factors represent personal views on this sub-
area especially (2) and (3) seem to be essential for our case. ject. An overview is provided in Fig. 2 where the user is positioned
The mentioned QoE terms as they have been defined in [102] in the center of the key factors described below:
are explained below. User: the profile of typical users, including user motivation, fu-
Flow (psychology): defines the mental state in which a person ture trends and needs.
has the feeling of full involvement and success in the process of Mobile device: limits and novel features of Mobile TV offered by
the activity under the assumption that the request is high enough mobile devices, features that are still missing.
to require the full concentration of the person. Context: the aim is to find where, when and how long Mobile TV
Telepresence: allows users to have the feeling as if they are pres- is consumed.
ent (e.g., conversation with mobile phone) or even visually present Mobile services and features: the focus is to analyze which ser-
(e.g., video call or video conferencing). vices at what level of interactivity promise to be successful in the
Acceptance: defined as ’’the degree to which a person believes that future.
using a particular system would be free of effort’’ [102]. It depends on Content: content types as requested by users, user generated
the factors perceived ease of use and perceived usefulness (e.g., if the content.

Fig. 1. Quality framework in DIME [102].


178 S. Buchinger et al. / Entertainment Computing 2 (2011) 175–190

the news with his/her mobile phone, it is necessary that the de-
sired content is available and that the context in which s/he wants
to watch the news is considered (e.g., environmental noise, in the
morning, daylight). Furthermore, her/his acceptance to watch the
news can depend on the cost model (e.g., a monthly flat rate or
’’pay per view’’).
However, the behavioral consequences are also influenced by
(a) the design of the mobile devices (e.g., touch screen versus
buttons), (b) mobile services and features which are developed
for mobile multimedia applications and (c) technical perfor-
mances. For example, if users do not watch Mobile TV, because
the screen size of the mobile phone is too small, a possible solution
would be to design new mobile phones which maximize their
display (e.g., iPhone or HTC).
In addition, the content, the context and the cost model influ-
ence the development of mobile devices and services as well as
the technical performances and vice versa. For example, a new
interface design, which integrates the possibility to navigate a mo-
bile multimedia application with gestures, can open new ways in
which people will use it.
The following sections of this paper describe each key factor in
detail and aim to determine the parameters which depend on cul-
tural aspects, and those which yield constant result in different
types of context. Furthermore, minimal technical pre-requisites
Fig. 2. QoE key factors for Mobile TV.
for a successful mobile multimedia service are highlighted and pre-
sented in more detail than in recent work, in order to draw atten-
tion to yet unresolved issues in this field.
Costs and commercials: how to finance Mobile TV, fee types and
amounts users are willing to pay, the role of commercials and how 3. User
they need to be introduced.
Technical performance: which technical parameters concerning The most critical factor for the success of a mobile multimedia
audio, video and transmission need to be considered to improve service is the user. He decides if and how Mobile TV will exist in
the quality? the future. Therefore, first efforts are dedicated to the analysis of
Finally, results will be taken together in a framework providing user needs and expectations. For that purpose typical user profiles
a general view of the topic as depicted in Fig. 3. The key factors rep- in the current situation are discussed. In this section, we present
resent the relevant elements leading to the mentioned behavioral several studies describing user profiles and motivation. Some stud-
consequences that are required for the success of mobile ies address interactive television viewers, but also yields valuable
multimedia. background information on potential Mobile TV users that should
The offered content, the context of the mobile multimedia be taken into consideration in Mobile TV design. Similar to interac-
applications and the cost model have an important impact on the tive TV [21], viewers are changing their passive television viewing
behavioral consequences. For example, if a user wants to watch towards an active consumer behavior.

Fig. 3. First approach of our framework for mobile multimedia applications.


S. Buchinger et al. / Entertainment Computing 2 (2011) 175–190 179

3.1. User profiles media services. Consumers can be divided by type of hardware
owners [28], e.g., Netbook, smartphone, mp3, laptop or cell phone
User profiles describe typical users and yield information about owners or by consumer type as it has been recently published in
the users’ age, culture, leisure time activities, work and their rela- [87]. There, consumers have been segmented into five groups:
tionship to modern technology. Eronen [21] defines three main mobirati who would use their phone for every day lives’ tasks,
user profiles for interactive television, based on their home, work the social connectors using the phone to stay connected with their
and technology orientation: Pioneers, High-Fliers and Comfort- friends and social world, the mobile professionals are attracted by
Lovers. Eronen combined the results of a questionnaire study, the extra features and would retrieve information in several ways,
which aimed at finding out more about the scope of the new media the pragmatic adopters use the cell phone mainly for calling and the
in Finland, with those of the following focus group study: The user basic planners use it only in case of emergencies.
profiles represented mainly younger users. The median age of Pio- Taken together, until 2008 all studies agree that typical Mobile
neers was 21 and they wanted to have the newest and fanciest TV users are young persons. Through more recent studies it can be
electronic entertainment possible. High-Fliers had a median age noticed that the picture is changing. Also up to 40 year old users
of 29 years and they were strongly technology-oriented. They seem to be interested. Consumers’ affinity to hardware and their
wanted to read personal content (e.g., emails) on their own screen. motivation of use seem to become the dominant aspects.
The median age of the Comfort-Lovers is 36. They were not so flex- Gender-related predictions greatly depend on service features
ible with media usage and they preferred to use services which and proposed contents so that no significant correlation between
were easy to handle. Furthermore, persons were generally open Mobile TV consumption and gender could be determined.
for new technologies. Yet, they preferred to wait until they would
know more about their personal benefit of such new interactive
services. 3.2. User motivation
Jumisko-Pyykkö et al. [46] investigated the acceptance of 3D
movies for mobile devices and pointed out that the typical Mobile There are many occasions inviting users to consume Mobile TV.
TV user is a well-educated male, aged 23–35 years. His major moti- In [72] it is mentioned that the ability to watch television at any
vation to use this service is to shorten waiting times (e.g., for a time anywhere gives users a feeling of control and security. As a
public transport), to be up to date with the daily news while being global picture people want to use Mobile TV to
on the move, or to get entertained. In [105] the association Zukunft
Digital stated that Mobile TV attracts mainly young persons, aged  kill time while waiting, i.e., for a public transport,
19–29 years, who are technologically interested ‘‘heavy-users’’.  kill time during extended waiting periods, i.e., waiting for
Furthermore they found out that women would like to consume friends in bars, or in a car,
other content than men, for commercials, no gender specific differ-  being always up to date, i.e., with popular events or news
ence has been noticed. In [61] Mobile TV is considered to be attrac-  create a private sphere,
tive to one sixth of the users and is especially attractive to users  feel less lonely, i.e., lunch break at work,
between 18 and 44 years old, in Latin America, Asia and Eastern  relax, i.e., at home in the bedroom or in the bath,
Europe.  be entertained,
Rice and Alm focused their work [80] on the requirements of  own, share and exchange content,
older adults (average age 71 years) to design an interactive televi-  novelty, the desire to be the first, or
sion interface. Older users often have difficulties in understanding  create and consume personalized content.
the technical language. They prefer larger buttons and voice-acti-
vated devices. The interface design should be simple and have only Based on the traditional television, Svon pointed out [93] that
limited functions. the main motivations for younger people to use television in gen-
Svon [93] analyzed how young new media-responding people eral is to relax, watch their favorite shows/movies or use it as back-
are and how they used this media in their everyday life. She ground medium. The study [5] also showed that viewing television
noted that mobile phones are widespread among young people is often a background activity at home. A particular case of Mobile
(ages 8–15) and that nearly all possess their own phone. The TV – Mobile 3D TV – has been recently investigated [46]. It has
Vanguard study [93] has shown that girls use mobile phones as been noted that Mobile 3D TV is not likely to constitute a back-
their preferred medium in addition to computers. Television ground medium (only 17.3% used it as a secondary task). On the
was a constant companion for the younger people and the study contrary, users expect a deeper immersion from this service and
has shown that the numbers of channels, the quality of the device intend to use it as main activity.
(e.g., sound and size) as well as the comfort (e.g., sofa) are essen- In [61] it is stated that persons who own a multimedia or
tial factors. The survey also contained explicit questions about Mobile TV device will mainly use it as such. This means that just
Mobile TV, but only few responded. Reasons were that the costs the fact of having the opportunity to use Mobile TV represents a
of mobile phone were too high and program offers too limited. motivation for its use. Several studies [14,69,60,10,77,70] show
The small number of persons using mobile television noted that that users mostly want to kill time during waiting periods. Users
the lines were too slow, thus humpering Mobile TV consumption. are more motivated to use their mobile phone to watch videos dur-
Generally, mobile phones are additionally used to store images, ing a short time period (e.g., waiting for a bus) instead to watch it
small videos or movies, music and ring tones. Furthermore, the on a laptop, because it takes more time to start it [57]. Furthermore
study showed that young people used a wide range of mobile the possession of content is of huge interest [69]. It has been
services. noticed that people will use Mobile TV for relaxing [14]. These
Also most recent studies such as the [28] reveal that early observations lead immediately to the question as to where people
adopters are attracted by Mobile TV. The difference to previous want to use Mobile TV, because relaxing and waiting occurs in
results concerns the age of potential users. Not only young con- different places. This issue will be analyzed in detail in Section 5.1.
sumers aged between 18 and 29 are interested in mobile multime- The trend of media entertainment tends to personalized con-
dia also 50% of users aged between 30 and 39 are attracted. tent, which depends on user needs, tastes and preferences [104].
Furthermore, it seems that users’ age does not represent anymore Mobile phones are considered to be very private devices. This is
the most important criterion for the adoption of new mobile multi- shown by a study [5] where participants are reluctant to share
180 S. Buchinger et al. / Entertainment Computing 2 (2011) 175–190

them with anybody else. This result is confirmed for Mobile TV sleeping mode when uninteresting transmissions transmission
[69,14], where individual viewing is the predominant case. slices occur. The increase of battery lifetime and the decrease of
In [69,14] subjects often used Mobile TV to create privacy. How- power consumption are subjects of current research. Furthermore,
ever, in particular young users sometimes shared their experience a lot of memory is required for Mobile TV application and if users
devices are lent. have not enough space (e.g., they stored too many photos) it would
The possibility to personalize content represents one reason for not work, which can have a negative influence on the usage behav-
the growing popularity of Mobile TV. Hussain et al. [42] pointed ior [47].
out that the number of traditional broadcast viewers decreases be-
cause of the increasing use of Internet or Mobile TV. Another study
[88] showed that Mobile TV is attractive because people like to use 4.3. TV buttons
their own personal TV at home. It can be used as a tool to get a clo-
ser interaction with television content. Several studies [54,90] point out that Mobile TV must be easy to
use. People are not willing to navigate through menus and there-
fore the need for special TV buttons on the phone has been ex-
4. Mobile device pressed. In particular the sound management must be quick and
simple.
The big change from traditional television to Mobile TV is the
device itself, its small size, operability and reliability. Results from
user studies in relation to mobile devices found in different coun- 4.4. Sound control and headphones
tries like UK, USA, Japan, Finland, South Korea, Switzerland and
Austria are very coherent and in some cases even surprisingly sim- As already mentioned above the sound control is very impor-
ilar. Some issues that have been identified in these studies have al- tant for the Mobile TV user, i.e., people do not want to miss an
ready been addressed nowadays. For example the screens have announcement from the public transport and hence need to turn
become slightly larger or touch screens provide the opportunity down or mute the sound rapidly. Two studies provide more in-
to display simple user interfaces for multimedia players. depth results on this issue, one has been performed in Japan
This might be one of the reasons why smartphones have be- [64] and the other one in Belgium [95]. Both studies, though hav-
come more and more popular. In [100] it is stated that mobile ing been carried out in different cultures, return the same result:
phones could easily outnumber PCs by 2013. the involved subjects did not want to use headphones when con-
suming mobile TV. Reasons for this behavior can vary. One expla-
nation is that headphones are seldom used when watching
4.1. Screen and phone size traditional TV. Therefore, people simply do not associate televi-
sion with headphones and do not think about using them. An-
In many cases the first reaction of new Mobile TV users is ‘‘but other reason is that some people do not want to carry more
the screen is so small!’’ (see an example in Fig. 4). Whereas users than the mobile device with them; others may prefer to remain
want the screen to be as large as possible, they do not want their in contact with their surrounding. Not all the users reject head-
phones to be too big [54]. Larger image sizes and landscape- phones and there are situations where users definitely prefer to
oriented use of the display might be preferred [54,73]. On the other wear them. An example is given in [69] where a boy describes
hand, in particular female users do not want the weight and size of a situation in which he uses the headphones to become unavail-
the handset to be increased [50]. able for his younger sister and brother. According to Oksman
During the FIFA 2010 World Cup MobiTV Inc. has observed [48] et al. [70], in Finland Mobile TV is not often used without head-
that users using mobile phones with larger screens revealed to phones in public places and transport. It has to be considered that
have a longer viewing time. some mobile customers are already used to wear headphones
when listening to music on the way. The specific circumstances
defining the willingness to wear headphones actually represent
4.2. Battery and memory an open issue that is worth to be further explored. One assump-
tion might be that the acceptance of headphones depends on the
Beside the screen size, the limited battery life has been identi- user profile.
fied as a main barrier [69,14,54,73]. High battery consumption of The implications of these studies are quite important as they
Mobile TV compromises mobile phone functionality. As a conse- may concern a variety of issues. It seems that content, at least
quence, time-slicing for DVB-H transmissions has been developed, for a significant user group, has to be produced in a completely dif-
resulting in power savings of up to 90% [67]. This is due to the fact ferent manner. When remembering old silent movies, Mobile TV
that the receiver part of the device can be put into a low-power actors must show a new profile. In China a made-for-mobile soap
opera has been produced [34]. It contains very little dialogues
and limited gestures. An actor told the press: ‘‘Your emotions should
come only from facial expressions.’’ News transmissions today are
usually presented by a talking head, a scenography that does not
make sense when there is no sound. If research results of [64,95]
are confirmed by further studies, then the traditional talking head
for news content should be substituted by a sequence of images,
probably supported by some textual information.
But even if costumers are using their headphones the sound
perception still represents a problem. While commuting the loud-
ness and shape of environmental noise continuously changing and
is likely to occasionally mask the sound of presented content.
First, it is worth to understand the Mobile TV users’ context in
Fig. 4. A Mobile TV device. more detail.
S. Buchinger et al. / Entertainment Computing 2 (2011) 175–190 181

5. Context get informed about the latest news, which is also confirmed by the
study of Kaasinen et al. [47]. However, other studies do even agree
Most user studies comprise questions related to the mobile ser- on the prime times:
vice. Researchers and companies need to know which service
should be used at which time, how and where. The ideas and con-  Early in the morning,
cepts for Mobile TV are the same in all studies, but user priorities  at lunch, and
vary. The culture of the country in which the study has been per-  early in the evening, before dinner.
formed and the age of the test subjects are the predominant factors
leading to these discrepancies. The early evening prime time is the most popular [10]. Japanese
test persons stated that this is due to the higher number of spare
places to sit in public transports [64]. In contrast, watching Mobile
5.1. Physical context
TV in the morning while standing in the bus is highly uncomfort-
able. The lunch break at work or in the courtyard of the school
Location of mobile TV use is a highly controversial issue. Studies
reached the second place. Nearly all studies [6,73,29] agree about
performed in the UK [14], South Korea [14] and Belgium [95] reveal
these prime times. But they also agree on the fact that with respect
that people clearly want to watch Mobile TV at home. In other
to traditional television consumption, these times will undergo
studies performed in Germany [6,?], Austria [73], or Japan [64]
more variations. The study of Kaasinen et al. [47] shows that the
point out that Mobile TV is mainly consumed during waiting times
usage of Mobile TV does not influence the usage of other media
or on the go.
and that Mobile TV is often used as extension to the traditional
At home, people want to relax, create their private sphere for a
television. Jumisko-Pyykkö et al. [46] found that Mobile 3D TV is
short time, e.g., to calm down for some minutes when arriving at
suitable for time filling situations and stated that the most inter-
home from work before starting to play and chat with their chil-
esting option to use it was during a long journey. Other options
dren. Home is the most likely location in studies performed in
were the use during waiting situations, commuting or short coffee
the UK, USA and Belgium. In the UK and in Belgium people are
or lunch breaks. Furthermore, they pointed out that the optimal
afraid to disturb the others, and also want to keep their privacy.
length of viewing ranged from a couple of minutes to 15 min. This
They do not want strangers to observe what they currently view
is in accordance to the results obtained by Oksman et al. [70]. How-
on their screens. In the USA people mainly use the car to go to work
ever, in this work no prime time could be identified for Mobile TV.
or to school. Hence they do not have the opportunity to watch TV
The physical context has been identified to be the predominant
because they drive. The passengers in the back of the car can use it,
factor. Another possibility consists in taking the social context into
but in this case the transport happens in a private setting similar to
account. Since the social connectors have been identified in [87] to
home. In studies performed in countries where public transport is
be one important user group it is indispensable to shed light on
used a lot, and the education to behave in a polite way is not as
this aspect.
strong as in the UK or Belgium, Mobile TV consumption occurs dur-
ing waiting times and in public transportation. In South Korea [14],
5.3. Social context
Mobile TV is mainly consumed at home and while commuting. In
this study, emphasis is put on the fact that this observation is
The traditional TV viewing in the living room is often not an iso-
highly culture depending and hence does not reflect general trend.
lated viewing activity, e.g., it allows viewers to guess with quiz
Jumisko-Pyykkö et al. [46] found that the majority of respondents
show participants or they record and share TV content with friends
use mobile TV with 3D content in lounges (e.g., airport) or public
which can introduce discussions about the content [15,84]. There-
transports. This means that future research and service providers
fore, it is often not enough to only pay attention to usability issues
must investigate very carefully the cultural background of the user
[15]. Chorianopoulos [15] declares that mobile devices will play an
they want to reach with their product. It is not enough to rely on
important role for the next generation of social TV services. In con-
one well performed user study to know why and where the service
trast to the traditional television behavior Mobile TV is often used
will be used in future, and even more so as business success will
in combination with other activities that users perform simulta-
depend on this choice.
neously [57]. Social activities (e.g., chatting while remote viewers
watch the news or sending cartoons to other viewers) are possible
5.2. Temporal context because communication features can be integrated with television
viewing [36,84]. Sørensen et al. [89] confirm that users would like
In order to set up adequate programmes and to be prepared for to use their mobile phones as a shared device with others to
high bandwidth peaks, it is interesting to know when Mobile TV is produce and share mobile videos with communities or groups.
likely to be viewed and for how much time. Many studies have Mitchell et al. [62] show that the usage of mobile videos can be di-
been published on that purpose and it is very interesting to notice vided in individual and collaborative uses, which are influenced by
that nearly all recent studies agree about usage durations and various social factors. For example, although individually viewing
times. It has always been stated that Mobile TV content must be is used only to pass time (e.g., waiting spaces), they observed that
short, initially starting by approximately 10 minutes [73], and it people use mobile videos as a way of managing relationships with
has been reduced from year to year, reaching now a length of 1 others [62]. Another example is that people can use mobile video
to 3 min for one content type [74,33], because users use Mobile to appear busy during their lunch break if they are alone [62]. So-
TV usually as a time-killer for short time periods [57]. Lievens cial activities for collaborative viewing can be encouraged by the
et al. [57] point out that users want to browse quickly through possibility to create own videos with mobile phones. Everyday
the different channels and often this is the only thing that they activities can be shared with other people. Reponen et al. [78] ex-
do during that period. The same effect happened for the total tracted two main, social motivation factors for recording videos in
amount of consumption per day. It is estimated to range between everyday communication: (1) users may be motivated to create
5 and 40 minutes per day [72]. According to [10], results show that videos for their own purpose (e.g., for archiving their own life) or
users spend approximately 20 min per day, and the watching time (2) to use them as communication medium (e.g., to share one’s life
differs from traditional television peak hours. Reasons are that the with other users). Mitchell et al. [62] note that people often show
participants watched Mobile TV while traveling or also at work to personal content such as family videos to others (e.g., they want to
182 S. Buchinger et al. / Entertainment Computing 2 (2011) 175–190

show a short video to friends which they recorded during their findings about preferred content types are described in this sec-
holiday). Or mobile videos can be used as introduction for further tion. Of course originality will be very important and like for tradi-
discussions within groups (e.g., friends are waiting for a bus and tional television, it represents always an open issue. In this section
one of them shows a new music video which can induce a discus- is presented about what has been thought till now.
sion about it). In analogy to [72] content types have been assigned in two cat-
The usage of mobile phones in a social context encourages to egories: The professional content that is already known from tradi-
design new interfaces for better support of social activities be- tional television and user generated content.
tween users. Vatavu [96] points out that new technologies (e.g.,
sensing technology, computer vision, and artificial intelligence 7.1. Professional content
techniques) open new ways to design new interfaces for control-
ling TV sets (e.g., with the help of the use of speech, gesture, tangi- Jumisko-Pyykkö et al. [46] mention that several Mobile TV stud-
ble objects). Consequently, mobile user’s behavior and their usage ies found out that the most interesting genres are news, music,
of mobile multimedia applications are influenced. Mitchell et al. sport, and live broadcasts. This is confirmed by many other inves-
[62] also state that the design of mobile devices needs further tigations [29,73,6,74]. However, it is also mentioned that the selec-
improvements, e.g., docking solutions with speakers/large- tion of channels on Mobile TV would be often too limited [47]. In
displays, integrated technologies to enable content exchange the study of [10] 131 phone users were interviewed about the con-
between mobile devices and also to allow more storage capacity. tent they consumed. (see Fig. 5). Interestingly, results revealed a
relationship between users’ age and the content type they pre-
ferred. Again news were a top content appreciated by nearly all
6. Mobile services and features
ages. This predilection was even more pronounced for users older
than 25 years. For younger people, sports and Music TV were of
On one hand, traditional broadcast programs can be accompa-
main interest.
nied by supplementary features like chats, voting, SMS and quiz
In addition, it is worth knowing that news, soap, quiz and sports
games, on the other hand, applications like video on demand sys-
are those genres during which participants mostly talk while
tems eventually including navigation and search or platforms for
watching and have the highest desire to share the viewing
user-generated content can be implemented. Innovative ap-
experience for traditional TV [30]. Generally it can be said that peo-
proaches are presented in [12] where the mobile device is used
ple expect to watch the same content as proposed by standard
as a secondary screen for navigation, here previewing content in
television and the study of Kaasinen et al. [47] shows that users
short clips while using the TV for the main program. Furthermore
do not often watch new piloted channels and they prefer the main-
the content can be manipulated to make it more interesting to
stream broadcast channels (e.g., MTV3). Reasons are that they
share it with other people. Hence interactivity plays an essential
know the mainstream broadcast channels and what kind of con-
role for designing interfaces according to HCI. Bernhaupt et al.
tent they get [47]. For example, if they have a preferred channel
[4] discovered that the usability of services influence user ratings.
for watching the news, they would also like to have it on Mobile
The rating was higher if it was easier to use. Another study [10]
TV [47]. However, the content for Mobile TV needs to be adapted
noted that success of a service depends on its easy and intuitive
to the small screen and differing viewing conditions. A still un-
use. Jumisko-Pyykkö et al. [46] found that users prefer a simple
solved problem is the composition of made-for-mobile sports con-
and intuitive navigation and search function to find the desired
tent, for instance soccer matches. On one hand, it is necessary to
content easily. The study of Kaasinen et al. [47] shows that users
show the whole pitch to understand what is going on, on the other
often have problems to find available services, and according to
hand it is necessary to show very small details such as the ball, as
Hussain et al. [42] it is essential for the success of Mobile TV that
to be able to follow the game. In their evaluation about interactive
users can easily find what they are searching. Based on a study
television, Bernhaupt et al. [4] noted that users were interested in
on interactive television [80], it has been shown that older users
local news or weather forecasts. Furthermore, Jensen [43] repre-
equally prefer a simple and easy navigation system. Furthermore,
sents the different and new opportunities which interactive televi-
they noted that the keys should be easily distinguishable and that
sion can provide to its viewers. For example content (like text,
users liked to be guided through the various steps. In [4] it is con-
graphics or video) can be laid over the currently displayed video
firmed that guided navigation was easier to follow for younger user
groups also. In [68] it has been shown that the usability of an IPTV
community platform is crucial for its acceptance. In addition,
Jumisko-Pyykkö et al. [46] pointed out that pausing and resuming
a program should be possible as well as loop streams. Interaction
opens the way for new business models. A very interesting and
not defined issue concerning interactivity resides in the field of
digital rights management (DRM) for mobile devices. Interactivity
enables the user to share, split, combine and edit the content thus
creating novel issues of research.
The way and the amount of interactivity proposed by a service
has high impact on the content needed, therefore this section is
tightly related to the next one where content parameters are dis-
cussed in more detail.

7. Content

Interesting or entertaining content represents the main attrac-


tion for users. In comparison to other services, platforms like You-
Tube offer very bad quality but its success is due to highly Fig. 5. Results of Mobinet 2005 by A.T. Kearney and University of Cambridge –
entertaining content that eclipses the lack of quality. Therefore content type [61].
S. Buchinger et al. / Entertainment Computing 2 (2011) 175–190 183

content with further interactive functions, to provide a space for


additional informations. Additionally, interactive television gives
users the possibility to select content on demand, and provides Flat fee of max 5€ per
month
space for a wide range of content types (e.g., news, movies or mu- 20.4%
sic). However, the study of Kaasinen et al. [47] shows that users
only want to use on-demand videos if they are easy, effortless No fee, short
and quick enough. Furthermore, users prefer to get information 45% interruptions for
about the size of the video and a descriptive title of the video be- commercials
fore they start the download [47]. Personalization of the content
becomes more important, e.g., viewers can modify a program or
33.7% Fee for each content
(0.20€ to 0.50€)
the system individualizes content based on viewer needs. For per-
sonalization, Chorianopoulos [16] presents two possible ap-
proaches: collaborative filtering and content-based filtering. The
collaborative filtering approach makes predictions which are based
Fig. 6. Fee types for Mobile TV [29].
on ratings from users who share the same rating patterns with the
active user [16]. In contrast, the content-based filtering approach
makes predictions based on the user’s previous preferences and
age €9.7 monthly and they would prefer ’’pay per view’’ payment
the user gets a selection of items which may be of interesting to
instead of paying for packages of channels, because they also have
him/her [16].
to pay for channels which they do not watch. Furthermore, Miyau-
chi et al. [63] point out that reduction of noise and interruptions
7.2. User generated content are important aspects to consider if users have to pay for mobile
TV, because they would not pay for it if the TV reception condition
According to Kenton O’Hara [69], people want to possess and is not good enough. Also more recent studies [28] reveal that even
create content. Platforms like YouTube are showing to have success early adopters reject to pay for content (42%), they would prefer to
also for mobiles. Users wants to create their own content and to watch adds (71%). A user study considering the future of commer-
share it with other users in mobile communities [82]. Furthermore, cials for Mobile TV has been performed by Zukunft Digital [105]. It
the opportunity to generate content and to share it with other has been found that men and women have different tastes and
users allows a wide range of possible applications. For example, expectations. Short interruptions for commercials are felt as less
children and teachers can take photos or videos of the activities disturbing than in traditional TV. Interactive elements should make
in kindergarten which allows parents to see their child’s daily life sense and have a defined goal. Furthermore, results from [105]
(e.g., with whom their children played) [66]. Mobile phones can confirm the position presented in [72]. It has been shown that
be also used as tools for creating and editing personal multimedia advertisements are likely to be considered as much entertaining
content. Cesar et al. [12] presented an architecture for media con- as the other content and viewed in a similar way. Consumers of
tent selection and organization, where users are also allowed to interactive services have the opportunity to watch what they want
personally enrich the content, e.g., by adding text comments or to see, but the effect of the advertisement will be much higher due
drawings. Users enjoyed the application of these new features to the possibility of more accurate tracking and measuring.
and adopted them with ease. Field studies performed in the UK
and in Belgium confirmed these results. Furthermore, Juhlin et al.
[44] mention that the trend to allow users to broadcast video from 9. Technical parameters
mobile devices to a web page as social medium has grown in pop-
ularity since 2005. Although users often try the technology, Juhlin Many reviews agree about the fact that for Mobile TV, specific
et al. [44] point out that for amateurs the opportunity to broadcast made-for-mobile content must be produced, but except for [54]
video is not enough and therefore it is necessary to develop con- we could not find any indication on how this should be done.
cepts for better support. Taken together, it can be stated that the Therefore we want to add some recent results showing the impor-
sharing of user-generated content constitutes an important user tance and influence of technical parameters.
expectation.

9.1. Response time and channel switching


8. Costs and commercials
Especially for live sport events the immediacy of the content
Costs and commercials are a hot topics in the field of Mobile TV, delivery is very important. Consider the case where there is a time
since someone needs to pay for the service. If interactivity is of- delay of several seconds between the transmission of Mobile and
fered instead of simple broadcasting, users can skip commercials, standard TV. An audience seeing the scoring of a goal in an impor-
but commercials are needed to finance the service. In [29] test per- tant championship with noticeable delay is likely to be severely
sons could choose between a flat fee of 6 5 Euros per month, a free annoyed, even if this delay is as low as 15 s. In such a situation,
Mobile TV service with commercial interruptions like in traditional viewers of the delayed presentation may hear cheering from their
TV and the possibility to pay a small amount of money (between neighbors, but are still waiting to perceive the goal.
0.20 and 0.50 Euros) for single contents. The flat fee was the most Response time is even higher for transmissions over satellite,
attractive option for test users, it has been chosen by 44.9%, fol- yet this case is of lesser importance since its main usage scenario
lowed by 33.7% chosing interruptions through commercials, and is in cars or in rural areas that are not crowded. A similar problem
20.4% preferring to pay for single contents (see Fig. 6). In contrast exists for channel switching delays caused by time slicing currently
to the commonly used flat fee model, it is possible to pay for each applied to save power consumption. People do not want to wait
single content consumed. Currently this is a common practice too long [14] for the appearance of the new channel. Providing
when selling pornographic content. All in all people are not willing low response times for channel hopping, being at least comparable
to pay much for Mobile TV [95,33,73]. For example, the study of to the ones known from standard TV, is addressed in [79,40] and
Kaasinen et al. [47] shows that users would accept to pay on aver- still represents an important open issue for Mobile TV.
184 S. Buchinger et al. / Entertainment Computing 2 (2011) 175–190

One solution of reducing the channel switching times could hand optimizes the perceived quality of the video. This compro-
consist in pre-loading content such as commercials or short clips mise may well depend on the content to be encoded. Therefore it
and to play them locally while waiting for a response. The impact is necessary to know for which content type the fluid motion is
waiting times on the users’ satisfaction and its increase obtained more important than detailed picture quality or vice versa. In
by showing preloaded content has been presented in [81]. [7,19] it has been found out that good picture quality with a low
framerate returns generally better results than high frame rate
9.2. Text quality with lower picture quality. The result of the user study performed
in [7] state that for situations with limited bandwidth budget, for
In this section, a simple way of improving Mobile TV quality is news and comic contents containing little motion, the frame rate
presented. Knoche et al. has found [52] that when transcoding a vi- should be reduced to 5 frames per second, while for a typical
deo from standard TV to Mobile TV, the text size from news tickers advertisement and soccer game, a value of 10 frames per second
usually becomes too small. As a consequence the perceived quality should be used.
can be significantly improved by simply increasing the text size of Fig. 9 taken from [7] shows the quality perception for different
a news ticker (see Figs. 7 and 8 as an example [52]). frame rates in relation to the amount of temporal activity indicat-
ing the amount of color changes over time. It can be observed that
for low temporal activity (below 8.7) the optimal frame rate is 5
9.3. Framerate
frames per second while for high temporal activity it is 10 frames
per second. The curves representing 15 and 25 frames per second
When bandwidth is limited a video cannot be transmitted with
result in lower quality parameter values.
both full picture quality and smooth motion. Instead, a compro-
Furthermore in [19] it is described that impairments after scene
mise for the encoding parameters has to be made, which on the
changes are noticed less frequently than impairments in other
one hand satisfies the bandwidth restrictions, but on the other
parts of a video.

9.4. Shot types versus resolution

Knoche et al. [51] investigated the effect of different shot types


in relation to low resolutions, being typical for mobile devices. For
news content the medium shot which portraits the upper half of a
subject’s body should be used, but for football content a shot show-
ing less detail is preferred. Furthermore it has been found that for a
young audience extreme long shots can be used when the resolu-
tion is 240  180 or higher. By choosing a lower resolution the per-
ceived quality may be poor. Knoche et al. considered in [53] the
problem described in Fig. 7. For sports events like soccer or ice
hockey matches, very large or extremely large shots need to be
used, to enable the user to follow the game. These shots have the
drawback of showing less detail, therefore the ball or the puck of
the match cannot always be identified. In [37] it is mentioned that
this happens to almost anyone watching ice hockey. Knoche pro-
posed in [53] a zooming scheme where participants could switch
between original and zoom enhanced soccer footage at three sizes
with the result that zoom factors between 1.14 and 1.33 were pre-
Fig. 7. Recoded video with original news ticker font, Proc. of ACM Multimedia 2006 ferred for all sizes. Furthermore it was added that the optimal
[52] Recoded video with increased font size, Proc. of ACM Multimedia 2006 [52] zooming coefficient depends on the target display size.

9.5. Viewing distance, size and definition

The viewing distance for Mobile TV is at arm length. It does not


depend on the size of the screen, the content, or the resolution. In
[55] it has been evaluated that preferred viewing distances are

Fig. 8. Temporal activity (TA) versus mean opinion score (MOS). Fig. 9. Second approach of our framework for mobile multimedia applications.
S. Buchinger et al. / Entertainment Computing 2 (2011) 175–190 185

between 25 and 50 cm with an average of 32 cm. It is stated that sound source. Therefore, ongoing research is focusing on more
‘‘Mobile TV viewing distances might depend more on the posture of spontaneous motion elements.
people within a given environment’’.
Analysis about the dependencies between size and resolution 9.7. Region of interest
returned the following result: A resolution requires a minimum
size. More in detail: A minimum size of 19.6 mm was required According to the audiovisual study discussed above the visual
for a resolution of 120  90. Preferred sizes for 120  90 and attention as well as the identification of the regions of interest
168  126 for devices with 116 ppi display are 32.6 mm and (ROI) of a video are crucial aspects for subjectively perceived qual-
37 mm. ity estimation. Investigations have been performed on how this
information can be integrated in existing quality estimation tech-
9.6. Audio-visual quality niques such as the SSIM [98] and a significant increase in the pre-
diction and accuracy could be shown [20].
In Section 4.4 it has already been discussed that there are many Table 2 shows the original image on the left, then in the middle
scenarios where people will not use headphones [64,95]. In this the same image distorted in a region of interest (the face below the
case the question about Audio-visual quality is superfluous. In Sec- eyes) causing high annoyance and finally on the right the image
tion 7 it has been stated that news, soaps, quiz and sport are those containing a distortion in the background on the top left resulting
genres during which participants talk mostly while watching [30], in only low disturbances to perceived quality.
at the same time these are the contents that people want to con- Based on this knowledge and in addition to the fact that mobile
sume via Mobile TV. This knowledge leads again to the question devices are small and environmental conditions are far from being
whether audio-visual quality investigations do make sense for Mo- optimal, it can be deduced that the quality of the region of interest
bile TV. has even more impact on the quality perception of mobile TV con-
Nevertheless, there are situations at home or during the lunch tent than it is estimated to be for traditional TV. Equally, back-
break where audio-visual quality could matter, and in fact, accord- ground quality is estimated to be of even lower importance.
ing to [46] users estimated good audio-visual quality to be a posi- Hence, it has been proposed to automatically detect the foreground
tive criterion. an background of a video and to treat them differently by allocat-
In order to obtain a more detailed knowledge on this purpose, ing more encoding bitrate to the foreground and less, e.g by using a
audio-visual attention and its influence on subjectively perceived blur function, to the background [9]. By changing the saturation
quality has been studied for standard definition multimedia con- value of a video frames further improvements regarding the video
tent by performing the following subjective test [56]: A video quality can be reached. Table 3 shows (a) the original frame, then
source showing a moving element (ME) as well as a audio source (b) the desired segmentation and (c) the processed image with
(AS) was processed in two different ways: blurred background with lower saturation and higher saturation
values allocated to the foreground. These settings require less
 Blurring the entire image, except for the moving element. encoding bitrate than the original and subjectively perceived qual-
 Blurring the entire image, except for the audio source. ity is currently under study. First results indicate that some quality
improvement could be assessed.
In Table 1, examples of strongly blurred frames that have been
shown to the audience of the described experiment are depicted 9.8. Codec and bitrate
next to their source frame. It has been found that the users’ atten-
tion is more attracted by sound emitting objects than by any oth- Jumisko-Pyykkö et al. [45] tested different codecs for audio/
ers. Blurring effects on the sound emitting objects have caused video material for mobile devices. Six different content types have
perceived quality degradation, while blurring effects on the mov- been under investigation at QCIF format and bitrates in a range
ing elements generally did not change the quality perception. from 80 to 128 kbit/s. By summarizing all results the H.264 codec
It needs to be mentioned that the moving element of some returned the best quality.
video material used in this experiment contains only looped mo- In order to reduce server bandwidth for a true video on demand
tion continuously repeated during the whole presentation. This system a new concept called Low Start has been presented recently
monotony could be one of the reasons why the users’ attention re- [8]. It consists in encoding the first part of the movie with a lower
sults to be lower for the selected moving elements than for the bitrate than the rest. Action movies encoded with different Low

Table 1
Test material used during the experiment testing the influence of audio-visual attention on subjectively perceived quality [56].

}
186 S. Buchinger et al. / Entertainment Computing 2 (2011) 175–190

Table 2
Example illustrating the annoyance of distortions in different regions of an image [20].

Table 3
Improved Mobile TV video frame [9].

Start parameter values for mobile devices have been shown to an in [25]. MediaFLO represents a competitive alternative to DVB-H.
audience with the result that a short low start with high bitrate It has been developed in the Unites States and is currently provided
reduction is preferred to a lower bitrate reduction for a longer per- by the company Qualcomm. FLO stands for Forward Link Only,
iod of time. The result has been confirmed by performing the MSE therefore the transmission path is one way [75]. Qualcomm has
[11], SSIM [98] and VQM [103,99] of the test sequences with the performed a comparative study on DVB-H versus MediaFLO [76].
MSU Video Quality Measurement Tool [97]. The Asian competitor from South Korea is called Digital Multime-
In [2] the bitrate has been set to a maximum value and was then dia Broadcasting (DMB). S-DMB stands for operation via satellite
decreased step by step in order to find the minimum bitrate for while T-DMB uses a terrestial mode as specified in [24]. Multime-
mobile phone, PDA and laptop videos still rated as acceptable by dia Broadcast Multicast Service (MBMS) is a telecom-based broad-
the test persons. For PDAs bitrate was still acceptable by using casting service specified in 3GPP technical specifications [1].
50% of the original bitrate of 448 kbit/s and even more for mobile Telecom-based alternatives are Broadcast and Multicast Services
phone and laptop. (BCMCS) and Time Division-Synchronous Code Division Multiple
Access (TD-SCDMA), which is a 3G standard mainly used in the
9.9. Transmission schemes People’s Republic of China.

We identified three different types of technologies for deliver- 9.10. Haptic elements
ing Mobile TV: satellite-based, terrestrial and telecom-based tech-
nologies. Digital Video Broadcasting for Handheld (DVB-H) [23] Until recently, communication between devices and users was
represents the most common format in Europe to deliver Mobile primarily focused on visual and audio channels. However, mobile
TV. It offers high downstream data rates and time slicing is imple- devices are generally requesting a large variety of demands on
mented to reduce power consumption of small handhelds [16]. users’ attentions requiring additional interaction schemes to sat-
Interaction can be realized by combining DVB-H with other tech- isfy the user. In fact, during the last few years, mobile phones
nologies. The satellite-based DVB version is DVB-SH as specified equipped with a touch screen such as the IPhone, Ericsson Satio,
S. Buchinger et al. / Entertainment Computing 2 (2011) 175–190 187

Samsung Instinct s30, Samsung Eternerty or Nokia 5800 were consequence when returning to more silent places the selected
becoming very popular. In this way a larger variety of communica- loudness starts to be disturbing and needs to be readjusted. A com-
tion means based on the sense of touch could be considered. pensation method for loudness and auditory masking has been
According to MacLean [58], haptic feedback helps to alleviate presented in [83] and revealed to improve the quality of experi-
the visual and audio overload, by providing another communica- ence significantly.
tion channel. Bau et al. [3] point out that the haptic channel pro-
vides useful information for interacting with the physical
environment, because it is fast, needs little conscious attention 10. Discussion
and allows encoding of abstract information. In particular, Farrugia
[26] states that interfaces on touch screens are perceived to be In the previous sections a large amount of single aspects have
more realistic if a haptic feedback after pressing the virtual buttons been presented and analyzed. Summarizing, the following devel-
is added. opment can be observed. From 2005 to 2008 Mobile TV has been
However, to build an effective communication through touch, it set up in several countries with high expectations. The offered ser-
is necessary to have a deeper knowledge on the type and quantity vices consisted mainly in broadcasting live content and video on
of adequate abstract information. Hence, knowledge on perception demand, both predominantly focusing on professional content.
limits and general understandability of distinguishable stimuli and The success was limited due to several reasons:
their meanings is required [58]. Therefore, studies have been per- In the beginning, a large amount of technical issues refrained
formed where several haptic patterns were developed and tested. the acceptance of Mobile TV. For example several devices revealed
For example, Turunen et al. defined some haptic patterns for mo- to have problems in receiving data, channel switching times were
bile devices based on series of pulses with different intensity and and still are unacceptably long, proposed user interfaces were far
delays between the pulses and integrated them in a multimodal from being intuitive and pleasant to handle.
media center interface [94]. A second important issue were the costs that users had to con-
Referring to the fact that mobile devices are mainly held in sider. For consuming Mobile TV it was necessary to buy a new,
hands or carried close to body, such haptic feedbacks are consid- rather expensive device and to switch to a more expensive contract
ered to be very effective for mobile devices, e.g., in alerting or with the service provider. Hence, potential users were reluctant to
informing users via vibrations or varying pressures [85]. However, spend a noticeable amount of extra money without being certain of
MacLean [58] underlines that haptic feedback is only useful when the benefit to expect.
it is supportive for the users, otherwise it represents a further Content for Mobile TV was mainly obtained by recoding the
annoying distraction. According to Farrugia [26], mobile gaming available TV content to a format of smaller size. In this way, users’
and phone navigation are examples of successful haptic feedback had to watch the same content as on TV just with lower quality.
application. Mixed feedbacks are mainly used for voice and text Due to the retarding success of Mobile TV production companies
communication. were not open to undertake significant investments for producing
In the particular case of interactive TV, haptic feedback in- made for mobile content. Hence, after the first excitement, Mobile
creases users’ feeling to be more involved in the virtual world TV did not seem to be as attractive and successful as it supposed to
[71]. However, Modhrain and Oakley [71] state that haptic feed- be.
back for interactive TV requires a very high update rate represent- However, during the last two years a large number of technical
ing a practical production issue for high quality and stable issues have been solved. The availability of improved devices with
feedback. attractive user interfaces plays an essential role. More and more
users are in possession of a smart phone and have signed an ex-
9.11. Context awareness tended contract with their service provider, e.g., with flat rate, in
order to have access to the internet. Today, additional costs for
In contrast to standard television, mobile multimedia services the user for consuming mobile multimedia seem to be negligible.
are not consumed in a static way, e.g., lying on a sofa or sitting As a consequence, a large and continuously increasing user group
on a chair. It is possible that some users’ watch the same content has already adopted several new technologic elements. The barrier
at the bus station, at home, in a bar or in many other, different for using also mobile multimedia besides other services is notice-
places highly differing in their environmental background ably reduced.
conditions. Furthermore, the amount of available applications has signifi-
Nowadays, mobile phones are equipped with sensors such as cantly increased. The free access to the iPhone and Android SDK
accelerometers to detect motion and light sensors to collect data has encouraged a large number of developers to realise their ideas
representing the current viewing conditions. Then, these data sets and to contribute them to the community for free or for a small fee
are used to improve the quality of multimedia display, e.g., by on specific platforms. As a consequence, not only the way of con-
switching between portrait and landscape mode according to the suming mobile multimedia has changed as predicted by Wipper-
current holding position. berg, but these new applications also enable the users to
Many other parameters could be collected to improve the contribute their own content. For example the Reel Director App
knowledge on the users’ context [13] that could be used in many enables the user to edit videos directly on the mobile phone. One
different ways. For example, a procedure on integrating environ- motivation for generating and contributing new content is based
mental information in usability evaluation has been proposed on the success of the social platforms. Hence, Mobile TV nowadays
[41] and performance improvements due to intelligent systems has a completely different shape than two years ago. It is strongly
such as Proactive Replica Placement based on Mobility Prediction associated to open decentralised platforms that are formed by the
have been researched [32]. Context-awareness as well as its users and the broadcasting television approach is only one of many
deployment seems to be an important and growing topic concepts for Mobile TV.
nowadays. In Section 2.3 the selected mobile multimedia key factors have
When users are commuting the loudness changes of environ- been integrated in the DIME framework [102]. At this stage, it rep-
mental noise revealed to be very annoying. When changing from resents the former Mobile TV status.
silent to noisy areas the content can not be followed any more. Development of new technologies and future trends have influ-
Hence, it is necessary to switch to a higher loudness level. As a enced users’ watching behavior. To consider the changes in the
188 S. Buchinger et al. / Entertainment Computing 2 (2011) 175–190

Fig. 10. Second approach of our framework for mobile multimedia applications.

mobile multimedia communities, we modified our first approach Cost and commercial: the interplay of commercials and the prob-
and added feedback loops to the users (see orange arrows in lem of fee types are not solved yet. It will probably depend on
Fig. 10). For example, new services, which assist social activities the quality and originality of the produced commercials.
between users, can change users’ motivations and allow them to Technical performance: according to sport, the quality of the pre-
see the usage of mobile multimedia applications in a new light sentation is not good enough. For live broadcasting and channel
(e.g., to use mobile videos to build their own communities). switching the response time is still too high.
Furthermore, the feedback loops to the users help to involve users
in the design and development process of mobile multimedia Currently there is a lot of information available for Mobile TV,
applications. It can be noticed that due to recent developments but the list of open issues mentioned above shows that there are
in the area of mobile multimedia the Human Centered Design a lot of interesting and crucial questions that require further
approach is widely applied. investigations.

11. Conclusion and future work


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