2004
DOI: 10.1016/j.peva.2003.10.007
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Performance evaluation of real-time speech through a packet network: a random neural networks-based approach

Abstract: This paper addresses the problem of quantitatively evaluating the quality of a speech stream transported over the Internet as perceived by the end user. We propose an approach being able to perform this task automatically and, if necessary, in real time. Our method is based on using G-networks (open networks of queues with positive and negative customers) as neural networks (in this case, they are called Random Neural Networks) to learn, in some sense, how humans react vis-a-vis a speech signal that has been d… Show more

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Cited by 46 publications
(27 citation statements)
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“…The work of [7] considered a bottleneck router and employed an M/M/1/k model to obtain performance metrics such as loss rate and delay (layer 2 of Figure 1) that would then be used as input to the E-model (intermediary layer of Figure 1). In this work we use the mean opinion score (MOS) as a voice quality measure and combine laboratory measurements plus simulations (layer 2 of Figure 1) as well as the random neural network (RNN) proposed in [8] and specially trained for our purposes (intermediary layer of Figure 1). A detailed discussion of the methodology to characterize the utility function is provided next.…”
Section: The Game-theoretic Modelmentioning
confidence: 99%
See 1 more Smart Citation
“…The work of [7] considered a bottleneck router and employed an M/M/1/k model to obtain performance metrics such as loss rate and delay (layer 2 of Figure 1) that would then be used as input to the E-model (intermediary layer of Figure 1). In this work we use the mean opinion score (MOS) as a voice quality measure and combine laboratory measurements plus simulations (layer 2 of Figure 1) as well as the random neural network (RNN) proposed in [8] and specially trained for our purposes (intermediary layer of Figure 1). A detailed discussion of the methodology to characterize the utility function is provided next.…”
Section: The Game-theoretic Modelmentioning
confidence: 99%
“…This naturally leads to a new question: how to parameterize the model? We use active measurements, NS simulations and an artificial neural network [8] to estimate the QoS perceived by the users in each of the states of the model. The key contributions of this paper are the following: (a) we extend the model proposed by [7] in order to have enough flexibility to explain the behavioral experiments; (b) we propose a methodology to infer the parameters of the model; (c) we conduct a limited number of behavioral experiments and show how the model can be used to explain their results.…”
Section: Introductionmentioning
confidence: 99%
“…[36]. As more research becomes available on the issue more elaborate and accurate schemes can be employed.…”
Section: Demand Model With Respect To Price and Qualitymentioning
confidence: 99%
“…The approach of [3] to replace PESQ takes its roots from the idea of Pseudo-Subjective Quality Assessment (PSQA), a technique based on merging subjective quality assessment with methods of statistical learning [11], [12]. The idea is to observe that if quality degrades, this comes from the impact of many network impairments such as losses or delays, plus factors related to the application itself (codec used, bandwidth of the connection, etc.).…”
Section: Introductionmentioning
confidence: 99%
“…A kind of distance between the signals is computed using a cognitive model, to evaluate the perceived quality of the degraded signal [10]. The results are usually presented in the form of a Mean Opinion Score (MOS) (coming from its use in subjective testing), using a scale between 1 (Bad) and 5 (Excellent).The approach of [3] to replace PESQ takes its roots from the idea of Pseudo-Subjective Quality Assessment (PSQA), a technique based on merging subjective quality assessment with methods of statistical learning [11], [12]. The idea is to observe that if quality degrades, this comes from the impact of many network impairments such as losses or delays, plus factors related to the application itself (codec used, bandwidth of the connection, etc.).…”
mentioning
confidence: 99%