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QoE - QoS Measurement Framework Approach To QoE Engineering

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27 views50 pages

QoE - QoS Measurement Framework Approach To QoE Engineering

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© © All Rights Reserved
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Available Formats
Download as PDF, TXT or read online on Scribd

MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

MRN PG Report
QoE/QoS Measurement Framework
Approach to QoE Engineering
V1.1

Copyright © 2024 Telecom Infra Project, Inc. 1


MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

Table of Contents

Table of Contents 2

Authors and Contributors 4

Introduction and Background 5

Step 1: Determining QoE metrics 9


Process to Derive QoE metrics 9

Step 2: Determine QoS metrics and other factors that impact QoE 14
Defining HRX (hypothetical reference connections) 16
Step 3: Determine QoE to QoS relationship and QoE Models 18
Overview of the QoE standardization activities 19
Video QoE Models 26
Full Reference Video QoE Models 27
No Reference QoE Models 27
Interactive Video Conferencing QoE Models 29
Audio QoE Models 30
Gaming QoE Model 31
Quantitative Timeliness Agreement (QTA) 32
Step 4: Measurements monitoring telemetry methodology & specifications 36
Distributed QoS Measurement Points 37
Industry Initiatives Towards Network-as-a-Service 39
Survey of QoS Measurements 40
Step 5: Apply QoE-QoS Framework to selected Use Cases 43
Short Form Video - use case summary 43
3D Volumetric Video Telepresence – use case summary 44
Conclusions 48

References 49

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

This technical report results from a collaborative effort within TIP’s Metaverse Ready
Network Project Group.

The main objective of this project group is to create and develop a systematic
approach and corresponding guiding principles for designing and optimizing
multimedia networks and emerging Metaverse immersive applications to deliver an
enhanced Quality of Experience (QoE) to ensure customer and end-user satisfaction.

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

Authors and Contributors


François Blouin
QoE Engineering, Meta Platforms Inc,
francoisb@[Link]

Xinli Hou
Connectivity Technologies and Ecosystems Manager, Meta Platforms Inc
xinlihou@[Link]

Chris Murphy
Regional CTO, EMEA, VIAVI Solutions
[Link]@[Link]

Kafi Hassan
Technology Development Strategist, T-Mobile USA
[Link]@[Link]

Javed Rahman
Technology Development Strategist, T-Mobile USA
[Link]@[Link]

Minqi Wang
Research engineer in Orange Innovation (France)
[Link]@[Link]

Ricardo Serrano Gutierrez


Core & service platforms engineer, Telefónica
[Link]@[Link]

Kevin Smith
Distinguished Engineer, Vodafone Networks
[Link]@[Link]

Gavin Young
Head Of Fixed Access Centre Of Excellence, Vodafone Networks
gavin.young2@[Link]

Mayur Channegowda
Broadband Architect, Vodafone Networks
[Link]@[Link]

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

Introduction and Background


The Quality of Experience (QoE) engineering framework consists of five steps. First, we
propose a method for determining QoE metrics for different applications and services
(Step 1). Next, we identify the relevant Quality of Service (QoS) impairments that can
affect and degrade overall application performance QoE (Step 2). In Step 3, we correlate
QoE (end-user level) to QoS (network infrastructure level). Step 4 focuses on
measurement and telemetry approaches for monitoring QoS and QoE. Finally, in Step
5, we implement the previous four steps for specific use cases.

This QoE engineering framework's main contribution is the novel, end-user-centric,


top-down approach that can be used by application and network architects, network
planners, and content application providers delivering multimedia services to achieve
the QoE requirements associated with multimedia and immersive services and ensure
commercial success.

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

Figure 1: Top-Down QoE Engineering Framework

We propose a five-step top-down model that moves away from the traditional single-
service, network-centric design cycle techniques commonly used in today's networks.

The key objectives of this framework are:


• Adopting a user-centric approach rather than the commonly followed network-
centric approach, where information about the user needs, expectations, and
services are considered input into the product requirements and definition
stage.
• From a provider’s perspective, the framework provides a comprehensive view of
factors that should be considered during the network's design, planning, and
operational management.

Quality of Experience (QoE) refers to a system's overall performance from the user's

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

perspective when using a service or application. It reflects how effectively the system
enables users to achieve their goals. QoE focuses on end-user satisfaction, which
includes sound quality, video quality, and interaction speed, with a strong emphasis on
the application layer. However, QoE does not address Quality of Service (QoS) metrics
such as throughput, latency, and packet loss.

Quality of Service (QoS) focuses on the infrastructure—such as networks, servers, cloud


services, and end devices—that supports product applications. This includes aspects
like delay, bandwidth, and capacity. Understanding infrastructure performance is
crucial, as it directly affects the Quality of Experience (QoE) layer above. The challenge
is defining the relationship and dependencies between QoE and QoS. Various
performance metrics are established at different layers, catering to the needs of
different stakeholders.

Figure 2: Definition of QoE and QoS

For many applications, efforts have been made to translate subjective measures of user
experience into objective metrics (e.g., ITU-G.107). These translations help define
objective requirements, including the metrics and targets that networks should meet.

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

Using the QoE requirements to guide network engineering and design has two
significant benefits:

1. Network design targets are grounded in user needs and experience for the
services carried, making them as attractive as possible to potential users,
2. We avoid over-engineering or under-engineering the network to ensure the
provider can deliver high-quality content without wasting resources.

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

Step 1: Determining QoE metrics


I. Classify and decompose applications into fundamental modes, characteristics &
attributes
II. Determine application QoE metrics categories
III. Determine QoE metrics per application categories (industry standards, internal
research, etc…)

Process to Derive QoE metrics


Understanding and defining a service's characteristics and impact on user
expectations is complex and challenging. Quality of Experience requirements is
dispersed across international and industry standards, research reports, academia, and
practical industry experience.

Defining Quality of Experience (QoE) requires a multidisciplinary approach. The


influencing factors can be categorized into three distinct yet interconnected
perspectives: Human, System, and Context. As we develop metrics, we must consider
elements from these three perspectives and optimize them to meet user experience
expectations, including delight-related and annoyance-related metrics.

We must first break down applications into their modalities and attributes to define
QoE metrics. Then, we categorize these metrics based on their relevance to specific
applications. Let’s explore the first important step: the QoE metrics, which we divided
into three subsections.

Figure 3 QoE metrics breakdown into three fundamental categories

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

To define QoE metrics, we need a perceptual model that addresses the key factors
influencing end-user appreciation and satisfaction with a service.

Human-related influencing factors can be physiological (e.g., sim sickness, hearing


acuity, visual acuity) or psychological (e.g., perception, cognition), including audio/visual
perception, user engagement, and the user’s emotional state. Immersion is an
essential factor for 3D applications.

System-related influencing factors are the technical aspects that engineers and
architects are generally more familiar with. They are associated with media capture,
transmission, networking, coding, storage, rendering, reproduction/display, and the
communication of information from content production to the user. Ease of use, often
referred to as User Experience (UX), is also part of this category but has human-related
aspects.

Context-related influencing factors describe the user’s surrounding environment in


terms of physical aspects (location and space, mobile vs. fixed access), temporal factors,
social elements (people present or involved in the experience), economic aspects
(costs, subscription type, or brand of the service/system), task characteristics, and
technical characteristics. For example, mobile subscribers have different expectations
than fixed broadband users, but how significant are these differences? Audio and video
(A/V) modalities are both critical, but they vary according to their context of use. In
high-motion sports, video quality is more crucial than audio quality. Meanwhile, audio
quality and synchronization are paramount in talking heads and music videos. The
annoyance caused by audio/video drop frames or interruptions varies depending on
the type of content.

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

Figure 4 We have organized and identified the most important QoE factors that affect a wide
variety of applications. In the ideal world, we would have a model that accounts for all of them;
however, this is not practical, and we need to select a subset relevant to our use case.

As we define product use cases, it would be beneficial to examine the various trade-offs
and constraints related to the human, system, and context influencing factors.

We have conducted an extensive review of industry standards and academic research.


The importance of specific Quality of Experience (QoE) and Quality of Service (QoS)
metrics depends on the application. The more immersive the application, the more
factors influence user QoE and satisfaction. The QoE metrics shown in Figure 5 below
emphasize the impact on the end-user rather than the networking level (QoS) across
various application categories.

To understand the properties of services, we classify applications by their main


characteristics and relevant attributes, such as timeliness (also called responsivity) and
modality, which are independent of the transport network's features. Timeliness
indicates whether interactions happen in real time or not. Modalities include audio,
video, text, still graphics, data, and other formats used in the service or application.

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

Figure 5: QoE Metrics per application categories with relevant industry standards references

For instance, in video applications, video fidelity is a key aspect of the Quality of
Experience (QoE), which includes both temporal (motion artifacts) and spatial
(compression artifacts) factors. In newer services like short-form video, where content
typically lasts less than 45 seconds, timeliness and interactivity have become more
important than video fidelity, according to recent research [1].

Video conferences are essential for maintaining effective communication and


audio/visual synchronization among participants. The nature of the collaboration,
whether a formal business meeting or an informal leisure call, influences Quality of
Experience (QoE) expectations and should be considered when setting QoE targets.

In gaming applications, trade-offs are often made between temporal factors (video
frame rate), spatial factors (video fidelity), and interactivity (response to commands).
The type of game (context) also influences the encoding complexity and sensitivity to
latency and video distortion. Players of fast-paced games prefer to accept a reduction
in video or animation quality rather than tolerate high delays, as gameplay and player
success heavily depend on their ability to react quickly.

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

An important consideration for determining QoE metrics is the context, including the
scenario and environment where the application is used. This context influences end-
user expectations and is often overlooked. Factors like video types, game genres and
complexity, and the gaming platform (mobile smartphones versus dedicated
terminals) impact expectations and, consequently, the acceptability of QoE targets.
Additionally, AI-based inference engines are now widely used to provide better
recommendations aligned with user interests, particularly in short-form videos, which
makes measuring QoE objectively even more challenging.

In step 2, we will describe the method for identifying how QoE is affected by the
system level and, particularly, the most influential QoS factors.

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

Step 2: Determine QoS metrics and other


factors that impact QoE
I. Identify factors that influence Quality of Service (QoS) for the system, such as
network QoS, as well as human and contextual aspects.
II. Define HRX (Hypothetical Reference Connections) that represent the most
common deployment scenarios.

In step 2, we provide a procedure for identifying a service's QoS impairments from an


end-to-end network perspective. We consider the network topology and crucial
intermediate network elements involved in realizing the service.

Overall, Quality of Experience (QoE) is mainly influenced by three key metrics: (1)
Responsivity, (2) Media Fidelity, and (3) Availability. These metrics help derive Quality of
Service (QoS) factors for each major segment of the end-to-end path: client, network,
and server-side, as illustrated in Figure 6.

Figure 6: End-to-end QoS impairment factors divided by core system elements, including the
client device, network, and server side where applications and services are typically hosted.

Quality of Experience (QoE) should be measured from an end-to-end perspective,


considering the effects of all three segments: Client, Network (typically Quality of

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

Service), and Server on QoE and overall user satisfaction. Each segment introduces
specific Quality of Service (QoS) impairments. The management of these impairments
depends on the ownership of each segment, reinforcing the need for standardized
end-to-end guidelines provided by TIP and this working group.

Figure 7 illustrates a typical end-to-end reference connection for an end user accessing a
service on the Internet. It highlights the relevant QoS factors that impact QoE, which should be
considered in planning and optimizing to ensure service delivery quality.

Content application providers (CAPs) control certain factors, illustrated in the blue
bubbles in Figure 7, including application, network portion, and user software stack.
Communication service providers (CSPs) also manage factors, shown in the orange
bubbles, such as throttling or shaping video traffic on cellular networks. Achieving
complete end-to-end (E2E) visibility of the ecosystem is very challenging for any one
provider. Therefore, there is a strong desire to share information among the various
participants in the end-to-end ecosystem. Refer to reference SADCDN IETF reference
RFC [22].

If we examine the middlebox (ISP / Telecom / Mobile Operators) further, we’ll


understand that it is a multi-segment network with some complexity (e.g., home, Wi-Fi,
cellular, broadband, etc.). Figures 6 and 7 show various network factors that must be
accounted for, such as delay and jitter.

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

Defining HRX (hypothetical reference connections)


We begin by abstracting the complete topology for a specific service configuration and
then apply a set of predetermined use cases known as Hypothetical Reference
Connections. The Hypothetical Reference Connection modeling technique is a well-
established telecom practice used by Communications Service Providers (CSPs) to
understand budget allocation standards within their networks. These connections are
hypothetical because they consider variables like distances and the type and number
of equipment used, which involves abstracting domains rather than modeling the
exact conditions of a real network connection. In the context of packet networking,
HRX can be used to analyze Quality of Service (QoS) requirements for specific
applications.

Figure 8 HRX shows a high-level overview of the HRX approach applied in planning the virtual
reality (VR) service, focusing on the motion-to-photon latency budget allocation. To ensure the
overall network meets the QoE targets, an impairment budget planning exercise is used to
determine allowances for each network segment and the nodes within those segments. Note:
Time warping is a reprojection technique that maps the previously rendered frame to the
correct position based on the latest head orientation information and runs in parallel with the
synchronous rendering process. It translates the image by a certain number of pixels based on
changes in head position between the start of rendering and the initiation of the time warp
operation.

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

Figure 8 illustrates an example of how to apply HRX in the product planning phase,
where QoE engineering must be conducted, such as the example delay budget
highlighted in yellow boxes. This process defines the end-to-end (E2E) tolerable delays,
allocates per network segment where QoE could be significantly impacted, and
outlines the network requirements necessary to achieve specific QoE targets.
Additionally, it aids in understanding the trade-offs between delay and QoE impacts.

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

Step 3: Determine QoE to QoS


relationship and QoE Models
I. Review industry standards and academic research
II. Utilize parametric (formula-based) and AI-trained models to validate the
relationship between QoE and QoS.
III. Align with internal data analytics research and operational deployment results

This phase's objective is to understand the relationship between a given service’s


impairments and the parameters in the application (QoE) and network layer (QoS) that
affect an application’s QoE.

The goal is to translate the QoE requirements into lower-layer definitions (application
and network layer) to define our QoS requirements. These include metrics and targets,
as well as guidelines and rules for traffic engineering, allowable operating ranges, and
so forth. The QoS requirements are used to engineer the network so that the services
carried out will meet their QoE targets.

Packet-switched networks have probabilistic (non-deterministic) aspects, and the


related Quality of Service (QoS) requirements reflect this, often expressed as the
proportion of time that a requirement will be met. From this understanding, we can
derive QoS requirements that align with specific desired Quality of Experience (QoE)
outcomes, or even balance QoE against other factors such as cost. This translation is
complex because developing a universal equation or algorithm to compute or derive
an individual QoS requirement from a corresponding QoE target is difficult.

The industry and academic research have been actively pursuing the topic of Quality of
Experience (QoE) for several decades. In the early 2000s, there was a particular focus on
services such as VoIP, IPTV, and various over-the-top (OTT) services. QoE research
remains a vibrant field, originating from the telecommunication and multimedia
engineering domains, that aims to understand, measure, and design the quality of
experience for multimedia technologies. A summary of the numerous standardization
and implementation guidelines from this work is presented in Table 1-5.

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

Overview of the QoE standardization activities

To establish a framework for Quality of Experience (QoE) engineering for next-


generation services, this section provides an overview of current standardization
activities related to QoE as perceived by users. Below are examples of standardization
efforts in QoE for Virtual Reality (VR) / Extended Reality (XR), AI-based video quality
analysis, and multimedia. Readers are encouraged to review Tables 1-5, which offer a
more comprehensive list underpinning much of the discussed work and include
standards relevant to other services. There is significant research in academia on
Augmented Reality (AR) / Virtual Reality (VR), including examples of proposed QoE
models [14] [15].

1. IEEE HFVE_WG - Human Factors for Visual Experiences Working Group

The IEEE has a working group standard that focuses on human factors for AR/VR and
Metaverse-related applications. The IEEE Standard 3333.1.3 [2], titled “Deep Learning-
Based Assessment of Visual Experience Based on Human Factors,” identifies factors
contributing to a user’s perceptual experience, including human, system, and context
factors. The standard specifically investigates how to estimate the mechanisms of
human visual perception. The assessment of human visual perception is divided into
two subgroups: perceptual quality and VR cybersickness. To measure Quality of
Experience (QoE), the standard uses two evaluation methods: deep learning models
that consider human factors for various QoE assessments and a subjective test
methodology with a content database. For the subjective test methodology, the
standard developed an immersive VR content database to evaluate cybersickness and
the sense of presence. This VR content database is available for free download and use
in scientific research [2].

In addition, another relevant IEEE working group focusing on Metaverse AR/VR


interoperability is the IEEE 2048 VR/AR Working Group (VRARWG).

2. ITU-T Study Group 12


ITU-T SG12 focuses on performance, quality of service (QoS), and quality of
experience (QoE). It is organized into three working parties (WPs) and a series of
questions addressing the field of QoE.
1. WP1 Testing methodology

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

a. Q7/Q10 Subjective test methods for VR/XR, crowdsourcing


2. WP2: QoE objective models
a. Q14 Audio/Video QoE modeling, streaming, cloud gaming, QoE vs
user retention
b. Q17 testbed framework
c. Q19 No reference QoE models, collaboration with VQEG,
3. WP3 multimedia QoS and QoE , operational aspect, requirements for new
services
a. Q13, QoE influencing factors, QoE requirements for 5G services

Moreover, a focus group on metaverse (FG-MV) was established in 2022 to analyze


technical requirements and enabling technologies in this domain.

3. Immersive Media Group (IMG)- Video Quality Experts Group (VQEG)


The Immersive Media Group (IMG) within the Video Quality Experts Group (VQEG)
conducts studies on the quality assessment of immersive media, including virtual
reality, augmented reality, stereoscopic content, and Multiview. Its goal is to establish
guidelines for quality experience. The group performs baseline assessments using both
traditional and updated virtual reality content, incorporating 360-degree and light field
cameras. The VQEG Immersive Media Group has published a Phase 1 baseline test plan
for assessing the quality of 360-degree video, focusing specifically on short video
sequences.

4. 3GPP Standardization for extended reality (XR) in 5G and beyond


The 3rd Generation Partnership Project (3GPP) issued several relevant QoE and QoS
service requirements for LTE and 5G systems, covering media streaming
interoperability for emerging AR/VR/XR technologies. Some reference standards are
listed below.
1. 3GPP TR 26.918 version 15.2.0 Release 15) Universal Mobile
Telecommunications System (UMTS); LTE; Virtual Reality (VR) media
services over 3GPP
2. 3GPP TS 22.261 (2021) Version 16.14.0, Release 16: Service Requirements for
the 5G System
3. 3GPP TR 26.928 (2020) is a standard document that contains the
Technical Specification Group on Services and System Aspects of
Extended Reality (XR) in 5G (Release 18). This Release 18 standard provides
a baseline for XR services and applications technologies.

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

4. 3GPP TR 26.929 (2020) QoE parameters and metrics relevant to the Virtual
Reality (VR) user experience.
5. 3GPP TR 26.909 version 17.0.0 Release 17 (2022) Study on improved
streaming Quality of Experience (QoE) reporting in 3GPP services and
networks.
6. Also, it introduces an outline for QoE/QoS issues of XR-based services, the
delivery of XR in the 5G system, and an architectural model of 5G media
streaming defined in 3GPP TS 26.501 (2020)
7. 3GPP TR 26.998 version 17.0.0 Release 17 (2022) LTE; 5G; Support of 5G
glass-type Augmented Reality / Mixed Reality (AR/MR) devices

5. European Network on Quality of Experience in Multimedia Systems and


Services (Qualinet)
The European Network on Quality of Experience in Multimedia Systems and Services
(Qualinet) published a white paper defining Quality of Experience (QoE) for immersive
media experiences [3].

6. Others

Additionally, there are other Quality of Experience (QoE) related work performed by
other industry groups such as:
• Virtual Reality Industry Forum (VRIF)
• Moving Picture Experts Group (MPEG)
• Khronos Group the OpenXR™ Specification ([Link])
• World Wide Web Consortium (W3C)
• ITU-T SG16/Q8 Immersive Live Experiences
• ETSI Technical Committee (TC) Human Factors (HF)
• WiFi Alliance XR

Tables 1-5 below present an initial list of various standards organizations that focus on
Quality of Experience (QoE) in real-time applications, including the metaverse, voice
and video, gaming, planning aspects, and telemetry. This list is not exhaustive, and we
welcome feedback on other industry standards, areas of interest, or any anticipated
issues, such as licensing terms and royalties. The list also includes ongoing work related
to QoE in Metaverse AR/VR/XR.

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

Metaverse AR/VR/XR
Human and system factors, metrics, affecting the user perceived experience of
virtual reality (VR) and augmented reality (AR) services.
Service quality monitoring requirements.
Latency and synchronization aspects including motion-to-photon latency, motion-
to-sound latency, A/V synchronization.
Subjective test methodologies to evaluate aspects of QoE for 360 videos viewed in
head-mounted display.
Measurement methods to spatial audio telemeeting systems.
QoS networking level performance requirements.
Model for multimedia Quality of Service (QoS) categories from an end-user
viewpoint
Metaverse QoE requirements development.

1. ITU-T Y.3109 (2021) – QoS assurance related requirements for VR


2. ITU-T P.1320 (2022) – QoE assessment of XR meetings
3. ITU-T G.1035 (2021) – Influencing factors of QoE for VR services
4. ETSI TR 126 918 v17 (2022) – VR medias services over 3GPP
5. ITU-T G.1036 (2022) – QoE influencing factors for AR services
6. ITU-T P.1310 (2017) – Spacial audio meetings quality evaluation
7. Metaverse Standard Forum (2022) – Exploratory group on Networking
8. IEEE Std 3333.1.3 (2022) Assessment of Visual Experience Based on Human Factors
9. NASA Research (2004) – Perceptual sensitivity to head tracking latency in virtual environments with varying
degrees of scene complexity
10. ITU-T SG16, (2023) – Correspondence Group on Metaverse
11. ITU-T [Link], (2023) – A cooperative architecture for enhanced multimedia QoS/QoE
12. IEEE P2048, (2023) – Standards for Virtual Reality and Augmented Reality

Table 1: Metaverse AR/VR/XR Industry standards

Video
Objective parametric quality assessment model to predict the impact of audio and
video media encodings and observed IP network impairments on QoE in
multimedia streaming applications.
Measurement approaches, diagnostic analysis and KPIs/KQIs for video-based
services, including video, audio quality estimation and quality integration.
Methodology to conduct subjective quality assessment of multi-party telemeeting

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

systems at remote locations


Methodology to conduct subjective quality assessment for multimedia
applications
1. ITU-T P.1301 (2017) – Subjective quality evaluation of audio and audiovisual multiparty telemeetings
2. ITU-T P.1305 (2016) Effect of delays on telemeeting quality
3. ITU-T P.1305 (2016) Method for the measurement of the communication effectiveness of multiparty
telemeetings using task performance
4. ITU-T P.1203 (2019) – Parametric bitstream-based quality assessment
5. ITU-T P.1204 (2020) – Video quality assessment of streaming services up to 4K
6. ITU-T G.1070 (2018) – Opinion model for video-telephony applications
7. ITU-T G.1071 (2016) – Opinion model for network planning of video and audio streaming applications
8. ITU-T [Link] – Quality integration module for adaptive video streaming QoE
9. VQEG (Video Quality Expert Group) – Industry and academia collaboration to advance subjective methodology
and objective tool development/verification for video quality (Meta is a member)
10. ITU-T P.91X (2007-2022) – Subjective video quality assessment methods for multimedia applications including
3D video quality
11. ITU-R BT.500 (2019) – Methodologies for the subjective assessment of the quality of television images
12. IEEE P2048.3 – Immersive video file and stream formats
13. 3GPP TR 26.909 version 17.0.0 Release 17 (2022) Study on improved streaming Quality of Experience (QoE)
reporting in 3GPP services and networks.

Table 2: Video QoE Industry standards

Audio
The E-model ITU G.107 offers a standard method for prediction and planning of
telecom networks. An analytical tool for estimating End-to-End VoIP conversation
quality across networks, considers a wide range of impairments including coded
type, packet loss, delay, echo etc. Useful for transmission planning tools, to assess
VoIP audio performance, establish benchmark networks for comparison, and
compare design alternatives.
1. ITU-T G.107 (2016) – The E-model: a computational model for use in transmission planning
2. ITU-T G.109 (1999) – Definition of categories of speech transmission quality
3. ITU-T P.1305 (2016) – Effect of delays on telemeeting quality
4. ITU-T P.1310 (2017) - Spatial audio meetings quality evaluation
5. ITU-T G.114 (2003) – General Recommendations on the transmission quality for an entire international
telephone connection

Table 3: Audio QoE Industry standards

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

Gaming (Cloud and terminal based)


Defines a list of factors which may influence the quality of experience (QoE) of
cloud gaming and online gaming. Also provides a parametric model to predict
gaming quality of experience (QoE) by considering relevant factors.

The model is a network planning tool which can be used by various stakeholders
for purposes such as resource allocation and configuration of IP-network
transmission settings such as the selection of resolution and bitrates, under the
assumption that the network is prone to packet loss, throughput and latency.

1. ITU-T G.1072 (2020) – Opinion model predicting gaming quality of experience for cloud gaming services
2. ITU-T G.1032 (2017) – Influence factors on gaming quality of experience
3. IEEE P2948/P2949 – Recommended practice for the evaluation of cloud gaming user experiences

Table 4: Gaming QoE Industry standards

Telemetry & QoE-QoS Planning


Measurement approaches, diagnostic analysis and KPIs/KQIs.
Proactive analysis of network performance and support for customer service
troubleshooting.
New on-path per-packet telemetry information (piggybacking metadata on
packet) to be collected and extracted from the network, and techniques being
developed with real-time notification to complement ping/traceroute.

1. ITU-T [Link] – Diagnostic assessment of QoS and QoE for adaptive video streaming sessions
2. Broadband Forum PEAT – Performance, Experience and Application Testing
3. Broadband Forum QED – Quality Experience Delivered
4. BBF TR-452.2 – Quality Attenuation Measurements using Active Test Protocols
5. IETF IOAM – In-Situ flow and on-path telemetry
6. MEF 23.2 (2016) – Carrier Ethernet Class of Service
7. ITU-T Y.1541 (2011) Network performance objectives for IP-based services
8. ITU-T GSTR-5G QoE (2022) – Quality of experience (QoE) requirements for real-time multimedia services over
5G networks
9. ITU-T [Link]-5G (2024) – QoE factors for new services in 5G network
10. ITU-T [Link] – Computational model used as a QoE/QoS monitor to assess video telephony services
11. ITU-T J.1631 Functional requirements of E2E network platforms to enhance the delivery of cloud-VR services

Table 5: Telemetry & QoE-QoS Planning Industry standards

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To define QoE requirements for services, user perception models of quality are often
used. Several approaches to QoE modeling exist, and these are typically divided into
three broad categories:
• subjective
• objective
• hybrid

The subjective approach relies on user testing, opinions, past experiences,


expectations, user perception, judgment, and descriptive capabilities. It primarily
evaluates the effectiveness, efficiency, and overall satisfaction of using a service. This
method is considered the most reliable only if the subjective tests are designed
carefully and the user pool reflects current expectations and demographics. Although
direct user testing is the most time-consuming and costly method, making it
impractical for continuous monitoring, parametric models based on user subjective
testing can still be useful in certain circumstances, as we will explore in the following
section.

On the other hand, objective models can be digitally automated and deployed at scale.
We will focus the next part of the discussion on these models.

To develop a mapping from Quality of Experience (QoE) to Quality of Service (QoS),


several parametric models for QoE have been created and standardized as viable
options. These models use specific formulas for estimating QoE based on its correlation
with QoS. The parametric models incorporate inputs from network parameters and
measurements, as well as human factors such as subjective testing (like audio-visual
perception) and context, including the types of devices and applications used. These
inputs are then translated into an estimated QoE score calculated using the chosen
parametric model.

Parametric QoE models are generally derived by conducting subjective experiments


(lab or crowdsourcing) and then performing statistical analysis (e.g., regression
analysis) on the acquired evaluation results. This creates a mathematical model with a
set of parameters.

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Parametric QoE models are commonly used for product design, live network quality
monitoring, and product development planning. They help assess the impact of
interventions on Quality of Experience (QoE). Telecom operators and vendors are major
users in the planning phase of deploying network services for multimedia options such
as VoIP and video streaming.

Video QoE Models


Objective video QoE models are generally categorized into three families: media layer,
packet layer, and parametric planning.
• Media layer (pixel-based): This examines the pixel level of a decoded stream, also
known as bitstream models. It may use both packet headers and payload data.
• Packet layer: Models extract information from packet headers, including frame
rate, motion vector (scene complexity), QP, and packet loss from the encoded
stream.
• Parametric planning: These models are typically used with network planning
parameters and inputs measured from specific QoS network performance
metrics to compute an estimated QoE score.

Figure 9 Overview of QoE models classifications for video services

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Full Reference Video QoE Models


Full reference models provide the most accuracy but are not always practical, as
telecom operators typically lack access to both the original source material (the
reference) and the final delivered video (possibly impaired stream). This limitation
makes it difficult to generate a QoE score. On the other hand, content access providers
usually have access to both the original source material and the delivered stream.
Additionally, these models can be computationally intensive, so scaling needs to be
considered in the QoE model selection process. While full reference video quality
models have achieved a mature state with superior accuracy, they focus solely on video
fidelity and may not apply to emerging short-form video applications (like YouTube
Shorts, Facebook/Instagram Reels, TikTok, etc.), which are affected by the overall
timeliness and responsivity due to users rapidly swiping between videos. To address
this, ongoing research is working to develop a composite QoE metric that incorporates
both video fidelity and timeliness aspects, but these models have yet to be
standardized in the industry.

No Reference QoE Models


No reference models are becoming an attractive option for satisfying all actors in the
ecosystem and aligning on a unified metric or model, but their maturity and accuracy
are not as high as those of comprehensive reference models.

Figure 10a Compilation of No reference video QoE models from academia, private and industry
standards

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So far, the industry and academic research has focused on either video fidelity (left
side) or timeliness and interactivity (right side) of Figure 10. An ideal composite QoE
metric would incorporate both aspects, but it is not currently widely available. The QoS
factors listed in Figure 10 are an example of what influences these QoE models.

Figure 10b Composite short form video QoE model incorporating both video fidelity aspect as
well as timeliness for loading/rebuffering

There are a few challenges regarding the lack of reference video metrics. These issues
are being addressed but have not yet been resolved, namely:
• There are no sufficiently accepted consolidated composite metrics in the
industry that include both the fidelity aspect and timeliness for short-form video
services [18].
• There are no recommendations or standards that define common testing
methodologies.
• they are still limited in their accuracy and not yet universally adopted.

Active research is ongoing to understand and model the impact of loading time [1] [17]

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and rebuffering in short-form video applications. The big challenge is in the No no-
reference models [18] [19] where more research is needed, and industry standardization
and adoption of commonly accepted QoE models are required.

Interactive Video Conferencing QoE Models


The QoE study of interactive video services has a different approach to traditional video
streaming services and has attracted the attention of standard bodies since 2016 [4-7]
[16].
For example, in video conferences (like Zoom or Microsoft Teams), the overall
perception of audio and video quality is susceptible to unstable network conditions
due to limited buffer sizes (or even no buffer). This instability affects participants’
interactivity and conversational dynamics, making jitter noticeable to end users. ITU-T
G.107 recommends a one-way delay of less than 150 ms to maintain good conversation
dynamics. Chrome for WebRTC provides a minimum audio jitter buffer of 0 ms, with a
default maximum number of packets in the audio jitter buffer set at 50. In contrast, the
buffer for video streaming, even for live broadcast TV, can extend to several minutes.

Moreover, in telepresence/video conferences, the audio and video are generated by


end-user terminals and impacted by the performance of their local/access networks.
Thus, the source could be degraded any time before being sent to another end-user.
The non-optimal and variable quality of the audio and video source should be
considered for subjective evaluations such as the Mean Opinion Score (MOS)
commonly used for audio QoE measurement.

MOS standards for interactive audio-video applications have yet to be defined, but
researchers are beginning to show interest in this area. Technically, the research paper
[8] reveals the differing impacts of various protocols used for video streaming (DASH)
compared to protocols for real-time services (WebRTC). Subjectively, the study [9] uses
algorithms to analyze facial and speech features to assess the MOS of audio-visual
conversations. Some conferencing application providers have researched user needs to
prioritize the performance of specific modalities, such as audio and screen sharing,
over others, like video quality [10]. We believe that by using the MOS indicator, a more
optimized strategy can be applied across all network segments to enhance user
experience.

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Audio QoE Models


One of the most popular voice quality QoE models is the E-model, standardized as ITU-
T G.107. This subtractive model begins with a maximum transmission rating factor (R)
and subtracts various impairments to estimate user perception of quality.

The user’s perception of conversation quality depends on the following parameters:

Conv. Voice QoE = f (Conversation dynamics, Distortion)

= f (Delay, Speech Distortion, Sound & Echo levels)

The E-model calculates a Transmission Rating Factor, R, given by

R = Ro - Is - Id - Ie + A
Ro = the basic signal-to-noise ratio based on send, receive loudness, electrical, and background noise
Is = real-time impairment factor, e.g., loudness, sidetone, and quantizing distortion
Id = impairment from delay factors: e.g., talker echo, listener echo, and all delay (packetization, de-jitter,
etc…)
Ie = the equipment impairment factor for special equipment: e.g., codecs, loss concealment algorithm,
loss distribution, burst (determined subjectively for each codec, for each % packet loss)
A = the Advantage factor, an adjustment for the advantage of access, e.g., mobile devices

Proper control of these four parameters ensures satisfactory end-user voice quality and
therefore provides good QoE.

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Figure 11 ITU-T G.107 QoE Vs QoS (User Sensitivity Latency). The parameters used in the model
are shown here, the model has an interesting features to account for the user profile in terms of
sensitivity to delay, eg a business conversation vs casual

Gaming QoE Model


One of the leading industry-standard cloud gaming models is the QoE Parametric
Model ITU-T G.1072/G.1032. An interesting feature of this model is that you can choose
the game’s complexity or classification to adjust the output requirements. The game
type is determined by encoding complexity, as well as sensitivity to delay and frame
losses. Encoding complexity is influenced by the movements of a virtual camera,
texture details, and the frequency of movements of game objects, as shown in Figure
12.

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Figure 12 ITU-T G.1072/G.1032 Cloud Gaming QoE Parametric Model

For gaming applications, cloud gaming requires more stringent overall network
performance, namely bandwidth, latency (critical), and packet loss control, because
rendering is partially done in the cloud. The game type impacts encoding complexity
and sensitivity to delay and frame losses.

Asymmetric network conditions can severely impact Quality of Experience (QoE),


making the ability to model both uplink and downlink highly desirable. When packets
are lost in the uplink, the gaming experience suffers due to the lack of user actions sent
to the server, resulting in delays in game responsiveness. On the other hand, when
packets are lost in the downlink, video quality degrades due to frame losses, leading to
video distortion, unnaturalness, or discontinuity. Players of fast-paced games prefer to
tolerate higher packet loss rates rather than high delays, as gameplay and success
depend significantly on their ability to react quickly.

Quantitative Timeliness Agreement (QTA)


Beyond the “Quantity of Bandwidth” required to support an application, the “Quality of
Bandwidth” required also needs to be understood and specified. Essentially, this is the

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latency and loss of the packets transporting the application. A cumulative distribution
function (CDF) can capture these in a unified way. Expressing application requirements
(of the network) in this way is known as a “Quantitative Timeliness Agreement” or QTA.

Thresholds on the CDF can be useful for expressing network capability (end-to-end and
per link), application requirements, and even Service Level Agreements (SLAs).
However, the exact “threshold” (e.g., 99%, 99.5%, 99.9% …, etc.) varies by application, for
example, control plane vs. user/data plane traffic.

Figure 13 Quantitative Timeliness Agreement” or QTA example. Source Broadband Forum MR-
452.2

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

In the QTA example in Figure 13, the blue line indicates that 50% of packets should
arrive within 5 ms and 95% within 10 ms, with a packet loss rate of 0.5%. The black line
depicts the measured network performance as a cumulative distribution function
(CDF). This means the timeliness requirement is satisfied since it is to the left (i.e.,
better than) the specified requirements CDF. If it were not happy, the application’s
outcome would be at risk of not meeting the quality of experience (QoE) expectation.
Table 6 presents a set of QoS metrics from developers working with Vodafone for
online gaming.

Online game developer (source Vodafone)


Metric Tolerance for acceptable QoE
Packet round-trip delay (‘latency’) < 75ms
Packet delay variation (‘jitter’) < 15ms
Packet loss < 0.5%
Throughput to sustain 720p > 4 Mbps
HD Video Conferencing developer

Packet round-trip delay < 100ms


Throughput > 1.2 Mbps

Table 6: Example QoS metrics from developers working with Vodafone

Table 7 below illustrates how developers’ requirements are represented as QTAs for
Video on Demand.

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Scenario: Video on demand


Metric QTA ( minimum centiles for values in
CDF)
Time to first frame (round trip) 75% < 50ms
99.5% < 85ms
First frame loss <0.5%
Packet delay after first frame (round 50% < 100ms
trip) 95% < 200ms
Packet loss after first frame <5%

Table 7: Illustrative examples of QTAs for video on demand

QTAs provide a common language for comparing application requirements and


network measurements. Every application has a certain level of Quality Attenuation
(packet latency/loss) that, if exceeded, will lead to a poor Quality of Experience (QoE) for
the customer.

Quality of Outcome (QoO) quantifies the gap between application requirements and
actual measured network performance within the QTA. This allows application
developers to understand the quality users can expect during a network session. If
needed, they can adapt application behavior to optimize user experience based on
network constraints. Rather than using calculus to calculate the area between required
and measured performance, QoO approximates this by analyzing key percentiles in the
CDF. It measures how close the performance is to a threshold that ensures a great
application outcome versus one that results in a poor outcome. Ultimately, it simplifies
this into a percentage that quantifies the probability of a successful application
outcome and, therefore, the user experience (QoE).

QTA and QoO are detailed in the following Broadband Forum (BBF) and Internet
Engineering Task Force (IETF) references:

BBF: [Link]

IETF: [Link]
[Link]

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Step 4: Measurements monitoring


telemetry methodology & specifications
Once we define the requirements of the endpoints—service source and client device—
for delivering next-generation services like the Metaverse, we must understand how
these services are offered, the key performance indicators (KPIs) for quality of service
(QoS), and whether they meet the quality of experience (QoE) needs. Endpoints that
deliver the service, such as capture and replay devices, can measure QoS from end to
end, including delay and jitter. When considering customer satisfaction, churn
avoidance, and service level agreements (SLAs), it is essential to ensure that the
network provides the necessary QoS for Metaverse services. This directly impacts
service success and revenue.

Determining if a network meets the requirements for a specific Metaverse service is


just one application of QoE measurements. There are additional applications for
measurements and monitoring:
1. What is the capacity of a network to deliver a specific proposed Metaverse
service before its deployment?
2. Is the network delivering the required QoS for specific Metaverse services?
3. When a network is not delivering the QoS required for a specific or Metaverse
service, what are the root causes, and where are they located?
4. What vulnerabilities exist in a network that could jeopardize the reliable delivery
of a specific Metaverse service?

Networks are becoming more complex. Disaggregation in the Radio Access Network
means that more components can suffer impairments that impact QoE. The networks
are also more dynamic, with network functions and service delivery components
spinning up in different locations depending on demand and conditions. New radio
technologies mean that radio resource control can fail in new ways. These
technological evolutions have many benefits, but they also come with the challenge of
detecting problems, pinpointing them when they occur, and knowing how to fix them.

Another trend is the increased richness and immersion of many Metaverse services.

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These services are becoming more susceptible to temporary issues; even a slight delay
can greatly impact the Quality of Service (QoS) and Quality of Experience (QoE) of
specific Metaverse applications. Traditional network monitoring collects Key
Performance Indicators (KPIs) over time, which can mask temporary impairments that
affect QoE during these collection intervals. More detailed measurement aggregation
can help in detecting these transient issues. Furthermore, impairments must be
quickly identified to ensure fast resolutions and minimal impact on Service Level
Agreements (SLAs). Consequently, lower latency in collecting and analyzing QoS
measurements is likely necessary. The increased data needed for swiftly identifying
issues can lead to high costs associated with generating, managing, and analyzing this
data. Possible solutions include distributed QoS analysis to identify key service metrics,
along with anomaly detection to trigger detailed QoS measurements only when
necessary for diagnostics.

Distributed QoS Measurement Points


To deliver the measurement and monitoring use cases described above, granular
visibility into the service endpoints and the communication network between them is
required. The network is complex and may contain mobile and fixed aspects.
Endpoints may be in the cloud or with the service consumer/user. Since impairments
to the delivery of immersive services with target quality can arise from a variety of
pathologies, including congestion, link failure, node failure, and service failure, for
example, we can consider the various ways that networks can be measured.

Figure 14: types of measurements and measurement points mapped onto a mobile network
architecture.

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Figure 14 illustrates the types of measurements and endpoints mapped onto a mobile
architecture. The measurements may relate to a specific service user, a group of service
users (such as users of a network slice), a flow between two endpoints, or aggregated
data on a connection. Measurements can be taken at specific points in the network,
such as the mobile endpoint device, the radio link, the RAN network functions, the
transport layer, the core network, or the application server. They may focus on a specific
point in the network or involve coordinated measurements between two or more
locations (for instance, using two-way active management protocol (TWAMP)).

Figure 15: QoS impairment factors mapped to a Metaverse architecture highlight the main
contributors, including end-user devices (capture and replay), network, and edge/cloud
computing. Telemetry at both the application and network levels is becoming a strategic and
essential metric for traffic, customer retention, operations, troubleshooting, and capacity
planning. Transport protocols like QUIC and BBR impact traffic volume efficiency.

In Step 2, we introduced specific QoS impairment factors envisaged for metaverse-type


immersive services. In Figure 15, we move from the generic architecture of a mobile
network to an architecture specific to metaverse services and map those impairments
identified in Step 2 to this metaverse-specific architecture.

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

Industry Initiatives Towards Network-as-a-Service


The Network as a Platform (NaaP) concept is emerging. It provides network service
APIs that allow service and application developers to interact with networks without
needing to understand or directly integrate with the underlying network technology.
This leads to programmable service platforms encapsulated by NaaP, which enable
functions to extract information from the network and configure it for specific services.

As a result, rich immersive services can be built on top of NaaP, ensuring that the QoS
characteristics defined by the target QoE for that service are met. This area is evolving
with the GSMA Open Gateway initiative, which develops and publishes APIs through
the Linux Foundation CAMARA open-source project. This effort produces a set of APIs
that network operators can use for network interaction. For instance, the CAMARA
Connectivity Insights subproject enables developers to request performance-related
information about a network's capability to meet specific SLAs through a standardized
API.

The GSMA OpenGW project establishes interoperability between operators to utilize


CAMARA APIs. While it is not yet widely adopted, the IETF Quality of Outcome (QoO)
framework suggests mechanisms for sampling network quality, defining service
quality requirements, and evaluating the likelihood of meeting them based on
sampled quality measurements. Some commercial solutions are available; for example,
Domos provides solutions that combine Quality Attenuation (QA) with customer
experience according to application tolerance. Questions such as whether a network
can support HD calls can be addressed beforehand.

The CableLabs Network as a Platform (NaaP) initiative is developing a set of APIs


allowing developers to access fixed-access network features. This project works with
other standardization efforts, such as CAMARA and TMForum, to ensure consistency
between mobile and fixed networks, thus providing a similar experience for application
developers in all areas.

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Figure 16: CABLELABS NaaP. Open Gateway

As the industry converges on NaaP APIs, shaping the resulting APIs can lead to more
successful delivery of Metaverse services. For example, a network API that exposes the
QoO for a particular application requirement would quantify the probability of a
successful application outcome in terms of the target QoE for that network
connection. Based on this, a decision could be made on whether to offer that service in
general or on a specific occasion.

Survey of QoS Measurements


Passive and active network measurements are classified based on their assessment
methods. They play an essential role in evaluating application Quality of Experience
(QoE).

The active measurement method tracks the behavior of applications and end-users in
real-time to determine network quality. This measurement involves injecting test
traffic at various network points to monitor user or application traffic and measure its
performance. Because test traffic mimics service traffic, active testing is ideal for
providing a real-time view of end-to-end performance concerning latency (delay), jitter
(delay variation), and packet loss. It helps segment the network, providing an end-to-
end view, and validating and reporting on varying network path characteristics.
Examples of active probing include Ping, Traceroute, TWAMP Light, STAMP, IRTT,
varying latency under load tests, and simulating real traffic.

Passive measurements involve capturing and observing live traffic between hosts and

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applications at specific points in the network, such as aggregation routers or home


gateways. This type of monitoring allows for offline analysis of signaling protocols,
application usage, or the top bandwidth consumers. Passive tracking is best suited for
in-depth traffic and protocol analysis and can provide visibility into the actual quality of
experience for users and applications. Examples of passive monitoring techniques
include DPIs, NetFlow, IPFIX, and others.

ITU-T Y.1540, 3GPP TS 26.234, ITU-T P.1203, and IETF RFC 6703 are some notable
application QoE measurement standards that provide guidelines for active and passive
monitoring.

The industry has various approaches for measuring QoS (latency).

• Broadband Forum Quality Attenuation: As described in Step 2, the Quality


Attenuation measurement method standardized by the BBF assesses the
network's impact on application outcomes. Rather than relying on a single
round-trip time (RTT) parameter, it provides a statistical distribution of six
separate latency components—three for upstream and three for downstream, as
shown in Figure 17. Understanding the contribution of each element to overall
network quality attenuation helps identify the most effective improvement
strategies. Quality attenuation enables the breakdown of network quality into
components that represent different root causes. This method allows us to add
and subtract Quality Attenuation, which helps measure the performance of the
WiFi link, the link to the ISP, and the link from the ISP to the server, allowing us
to combine these measurements for end-to-end performance. In contrast, other
metrics, such as the 99th percentile of latency or average values, do not provide
this level of detail.

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Figure 17: BBF TR 452 Quality Attenuation: The G (Geographic) component is related to
propagation delay, which is determined by physical distance and the speed of light. The S
(Serialization) component arises from clocking packets in and out of network nodes. The V
(Variable) component is due to queuing, buffering, and scheduling, which are impacted by
network load.

• CableLabs: The CableLabs “Latency Measurement Metrics and Architecture”


report recommends tracking latency metrics and describes an architecture to
implement in operator networks. The simple end-to-end latency measurement
framework uses IETF’s STAMP (RFC 8762, ‘Simple Two-way Active Measurement
Protocol) and LMAP (RFC 7954, ‘A Framework for Large-Scale Measurement of
Broadband Performance’) technologies. A measurement software prototype
from the CableLabs Common Code Community (C3) program is available for
use. It contains session reflectors, measurement agents, and controller/collector
components. A specification of latency test definitions and STAMP extensions
will be published soon.

• IETF IPPM draft-cpaasch-ippm-responsiveness-03 aims to raise awareness of


and encourage solutions to the issue of bufferbloat in networks, a major cause of
latency and packet loss. The draft specifies the "Responsiveness Test,” expressed
as "Round Trips Per Minute,” utilizing common protocols and mechanisms to
measure user experience, specifically under normal working conditions, to
identify degradation in network performance related to bufferbloat.

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Step 5: Apply QoE-QoS Framework to


selected Use Cases
In step 5, we apply the QoE engineering framework to a specific use case. This section
presents a brief overview of the use cases; for more details, the reader is invited to read
the full use case white papers.

Short Form Video - use case summary


Short-form video (SFV) is increasingly popular. According to the Ericsson Mobility
Report (June 2023 edition), SFV accounts for 20 to 30% of total mobile broadband
traffic in North America. According to Statista, typical content lasts 30 to 42 seconds.

Different from traditional video streaming (YoutubeTM, NetflixTM …), new features
brought by SFV services impact QoE in various degrees:
• Short video contents are pre-loaded according to the recommendation
algorithm. An optimized pre-loading strategy should be applied to satisfy the
user experience with reasonable loading time while not over-preloading the
contents that cause network congestion, thus impacting QoE.
• End-users frequently scroll or swipe their screens in a short period, even if they
haven’t finished watching the entire video. Therefore, Quality of Experience
(QoE) models should consider the length of the video, as users will be more
sensitive to initial loading times and buffering events when the video’s content is
brief.

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QoE Aspects QoE metrics How to measure

Audio quality Audio MOS Codec type, Bit rate, PESQ, POLQA, E-model R
factor ITU G.107
Timeliness Click to play time (CTPT) Measured on the client, the interval between the
time when a user click a video and the time
when the video starts to play on the screen
Play success rate n (PSRn) Percentage of SFV views which has a CTPT less
than n seconds
Stalls Measured on the client side per viewing session
by some/combination of
(1) number of stalls (longer than xxx ms)
(2) total time of stalls (milliseconds)
(3) meantime between stalls during a
session
Temporal quality Fluidity Measure on client by number of frames per
second
Synchronicity Measured on the client side per viewing session
by some/combination of
(1) numbers of audio/video out-of-synch
(2) total time of audio/video out-of-synch
(3) meantime between audio/video out-of-
synch
Spatial quality Video fidelity No Reference: Under Development
Full Reference: PSNR, SSIM, or VMAF
Context** Client Device, Location Display resolution and audio fidelity, mobile or
stationary, network type
Human factors User rating Users are asked, during or after their viewing, to
rate their satisfaction in scale of 1 - 5
Content interest
Table 8 : QoE metrics under consideration for short form video
** The context may impact on target values of QOE metrics for what an acceptable/good/excellent QoE is but not as a QoE metric.

Short-form video requires substantial backend effort, including streaming and the AI
inference engine. This setup ensures smooth playback and provides the content that
users enjoy, helping to maintain their attention and retention. The network is crucial for
these aspects, and monitoring at both the application and network levels has become
a strategic metric for traffic analysis, customer retention, operations, troubleshooting,
and capacity planning. Furthermore, transport protocols like QUIC and BBR affect
traffic volume efficiency and should also be considered when delivering these services.

3D Volumetric Video Telepresence – use case summary


The Real-Time 3D Immersive Telepresence use case is a perfect fit for the evolving
world of digital connectivity and realism, known as the metaverse. With media types

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

such as volumetric video data and network performance levels that allow for scalability,
these digital spaces are filled with content that can be fully interacted with. In contrast,
2D video conferencing struggles with disconnects, such as a lack of detail or difficulty
in achieving proper perspective, making capturing a narrative's essence challenging.
This often leads to inadequate productivity and emotional fulfillment.

The following tables present the initial Quality of Experience (QoE) requirements for
this implementation. These requirements cover system components and various QoE
indicators aimed at positively influencing user experience. The proposed values mainly
focus on providing satisfactory experience levels. Advanced values, where proposed,
are based on industry trends and reflect highly desirable QoE levels. Testing and data
collection will further identify or validate these advanced values.

QoE Indicator QoE Influenced Experience Type Proposed Value


Response Type
QoE Type

Display Resolution Visual Quality Cognitive + Perceptual Initial - 4K 4096 x 2160


(Objective)
Satisfaction Advanced - 8K min. or
comparable for PPD =
Usability 60 w/ H-FoV = 210 deg.

FoV Visual Quality As above. Initial – 110 deg.


(Objective)
Advanced – 210 deg.

Spatial Pixel Visual Quality As above. 3200 PPI min.


Density (Objective)

Angular Pixel Visual Quality As above. 30 (Initial)


Density (PPD) (Objective)
60 (Advanced)

Brightness See Through Capability Cognitive Variable as Required


(Objective)
Attitude 200 - 500 nits

Usability

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

Display Refresh Normal Visual Fatigue Emotional + Cognitive 120 Hz min.


Rate
(Subjective) Attitude / Satisfaction 144 Hz Preferred

Subjective / Usability 360 Hz (Advanced)

Display Refresh With Judder or non- Emotional + Perceptual


Rate smooth motion. To
Tackle Blur. With Attitude / Satisfaction 144 Hz
Multiple Imaging.
Subjective / User-
(Subjective) Behavior

Viewport Drift Visual Quality Emotional + Perceptual < 0.1m


(Subjective)
Immersion / Satisfaction

Usability / User-Behavior

Viewport Visual Quality As above < 0.01m


Smoothness (Subjective)

Perturbation (L2 Visual Quality As above < 0.05


Norm w/ (Subjective)
countermeasure)

Table 9: QoE Influencing Requirements for the “Consumption” Stage of Volumetric Video-based
Live and Real-Time Telepresence Use Case. Source: T-Mobile Research

Transmitting volumetric video content requires large amounts of data. Therefore, live
streaming this content needs a network capable of handling a moderately large
bandwidth necessary for multiple streaming objects within a scene. Fast and efficient
compression algorithms are essential, and this network should also provide low latency
to enable rapid interaction.

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

Requirement Proposed Initial Value

Latency - Scene in Viewport Update Delay =< 100 ms *

(Fig. 8 for reference) (Over Metaverse Ready 5G


Network)
● 1- way peer to peer latency / end-to-end
● User to visitor
● Pose to Render to Photon
● Comparable to Glass (Camera) to Glass (HMD) Latency
● Viewport Independent Delivery (Fixed Viewport)

Latency User Head Movement to Display Update Delay < 20 ms**

(Fig. 8 for reference)

● Motion to Photon Delay


● Viewport Dependent
● Sensor to optimized pose prediction /correction to
rendering to Display
● Optimized Rendering latency < 10 ms (With pose
prediction, correction)

Downlink Bandwidth (Consumption End Content Delivery) 50 Mbps ***

Start-up-Delay (Application Metric)7 < 2s

Stall Duration / Re-buffering (Application Metric)7 < 10ms

Table 10 Essential QoS


* Utilizing appropriate 5G QoS class.
** This can be the time to display a pre-rendered or based upon pre-rendered volumetric
content (3D content may be already available or partially available). Update viewport to match
visitor’s 6DoF shift.
*** Point Cloud Size = 100,000 & FPS = 30. 4K texture resolution with H.265 compression

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

Conclusions
Delivering an improved product user experience (QoE) will ensure customer
satisfaction and market success while enhancing the ecosystem and value proposition
for all partners. For any multimedia service to succeed, it is essential to plan from an
end-to-end perspective to identify the critical QoE and QoS factors that influence
success. A proposed top-down, user-centric design approach includes an end-to-end
system that establishes perceptually based QoE targets and maps the corresponding
QoS impacts specific to different use cases. Additionally, it features standardized and
practical methods for ongoing measurement and monitoring of user impact on quality
aspects.

Using QoE requirements to guide network engineering and design offers two key
benefits: (1) network design targets focus on user needs and experiences, making
services more appealing to potential users; (2) it prevents over- or under-engineering,
enabling providers to deliver high-quality content efficiently. QoE is also connected to
application and network layer attributes and their associated QoS through a
framework utilizing HRX models, which we reviewed in detail within the top-down
framework.

Products and services must be designed to achieve quality-of-experience targets. We


proposed a top-down approach based on end-user perceptual requirements and
network infrastructure to attain this goal and align with commercial impact.

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MRN PG Report| QoE/QoS Measurement Framework Approach to QoE Engineering

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