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ACM Multimedia Systems 2017, Taipei, Taiwan Context-aware, Perception-guided Workload Characterization and Resource Scheduling on Mobile Phones for Interactive Applications CHUNG-TA KING , NATIONAL TSING HUA UNIV., TAIWAN CHUN-HAN LIN , NATIONAL TAIWAN NORMAL UNIV., TAIWAN

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Page 1: Context-aware, Perception-guided Workload Characterization ... · Pixel Power Models of OLED Displays Picture sources: • M. Dong and L. Zhong. Power modeling and optimization for

ACM Multimedia Systems 2017, Taipei, Taiwan

Context-aware, Perception-guided Workload Characterization and Resource Scheduling on Mobile Phones for Interactive Applications

CHUNG-TA KING, N AT I ONAL TS I N G HUA UN I V. , TA I WA N

CHUN-HAN LIN, N AT I ONAL TA I WA N N OR M A L UN I V. , TA I WA N

Page 2: Context-aware, Perception-guided Workload Characterization ... · Pixel Power Models of OLED Displays Picture sources: • M. Dong and L. Zhong. Power modeling and optimization for

Acknowledgement

• Research contributions◦ Dr. Pi-Cheng Hsiu, Academia Sinica

◦ Prof. Yung-Ju (Stanley) Chang, National Chiao Tung Univ.

◦ Dr. Bhaskar Das, National Tsing Hua Univ.

◦ NTHU team: Chi-Kai Ho, Kuan-Ting Ho, Johnny Liu, Eva Chen, Shuan-Yi Lin

◦ Academic Sinica team: Chih-Kai Kang

• Financial supports◦ MediaTek

◦ Ministry of Science and Technology

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Page 3: Context-aware, Perception-guided Workload Characterization ... · Pixel Power Models of OLED Displays Picture sources: • M. Dong and L. Zhong. Power modeling and optimization for

Introduction

• Mobile phones are indispensable in our daily life

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Page 4: Context-aware, Perception-guided Workload Characterization ... · Pixel Power Models of OLED Displays Picture sources: • M. Dong and L. Zhong. Power modeling and optimization for

Introduction

• We use our phone primarily by interacting with it through rich multimedia◦ We instruct the phone by touch, voice, button, …

◦ The phone responds through visual, audio, vibration, …

• Workload to the phone dependsheavily on how we interact◦ Dynamic, bursty, user/context

dependent

https://openclipart.org/detail/242096/using-a-smartphone

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Page 5: Context-aware, Perception-guided Workload Characterization ... · Pixel Power Models of OLED Displays Picture sources: • M. Dong and L. Zhong. Power modeling and optimization for

Introduction

• Workloads need to be executed by processors◦ Classical CPU performance equation:

CPU time =

◦ For mobile phones, performance is constrained by power consumption

Where is the sweet spot?◦ Constrain one, optimize the other◦ Optimize weighted sum◦ …

http://wccftech.com/iphone-7-coming-with-32gb-base-storage-model/

Instruction count CPI

Frequency

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Page 6: Context-aware, Perception-guided Workload Characterization ... · Pixel Power Models of OLED Displays Picture sources: • M. Dong and L. Zhong. Power modeling and optimization for

Introduction

• Since mobile phones are designed primarily to interact with their users, we thus should throw in human factor and consider user satisfaction

• Optimization strategy: Just enough performance before user becomes unsatisfied◦ Constrain performance based on user

satisfaction while optimizing power

• For interactive applications, user experience is affected mainly by perceived display quality(Quality of Experience, QoE)

Picture Source: T Zinner et al. (2010 )

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Page 7: Context-aware, Perception-guided Workload Characterization ... · Pixel Power Models of OLED Displays Picture sources: • M. Dong and L. Zhong. Power modeling and optimization for

Introduction

• Three intertwined factors: ◦ Workload

◦ Quality of Experience (QoE)

◦ Resource scheduling

• Scheduling problem of mobile phones:◦ Schedule the resources just enough to execute the given

workload so that the required QoE is satisfied the power consumption can be minimized

Workload QoE

Resource scheduling

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Page 8: Context-aware, Perception-guided Workload Characterization ... · Pixel Power Models of OLED Displays Picture sources: • M. Dong and L. Zhong. Power modeling and optimization for

Introduction• However, workload and QoE are dynamic and often

affected by the user contexts and activities• Workload:

◦ Types of apps: games (shooting, round-based, …), movie/music player, Facebook, Twitter, browser, shopping app, …

◦ Contexts/activities: time of day, at home, on train, in meeting, walking, jogging, at low battery, with WiFi, …• Types of apps used, user interaction patterns

• QoE requirements:◦ Types of apps: games, Facebook, …◦ Contexts/activities: walking, sitting,

chatting, length of use, eating, …

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Workload QoE

Resource

scheduling

Context

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Issues to Discuss• How to characterize and predict workload?

◦ Response time of user, app functions/phases, …

• How to measure QoE, particularly expected display quality?

• How much influence can contexts have on workload and QoE?

• How to know the relationship between resources allocated and workload executed, and the effects on display quality?

• How to schedule resources to execute the predicted workload to meet QoE and minimize power?

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Page 10: Context-aware, Perception-guided Workload Characterization ... · Pixel Power Models of OLED Displays Picture sources: • M. Dong and L. Zhong. Power modeling and optimization for

Outline

• Context-aware design for OLED displays on mobile phones

• Android display system and CPU frequency governor

• QoE-aware resource scheduling strategies for energy optimization

• How to collect data from real users to characterize workload and QoE requirements?

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Page 11: Context-aware, Perception-guided Workload Characterization ... · Pixel Power Models of OLED Displays Picture sources: • M. Dong and L. Zhong. Power modeling and optimization for

OLED Displays

• Different types of displays are available for mobile phones

• OLED is deemed a promising technology to replace LCD for mobile displays◦ Brighter colors, wider viewing

angles, faster response times, etc.

• Power consumption increases dramatically with the pixel values of the displayed image

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Structure of OLED

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Page 13: Context-aware, Perception-guided Workload Characterization ... · Pixel Power Models of OLED Displays Picture sources: • M. Dong and L. Zhong. Power modeling and optimization for

Pixel Power Models of OLED Displays

Picture sources:• M. Dong and L. Zhong. Power modeling and optimization for OLED displays. IEEE Transactions on Mobile Computing 11, 9 (2012), 1587–1599.• C.-H. Lin, C.-K. Kang, and P.-C. Hsiu. CURA: A Framework for Quality-Retaining Power Saving on Mobile OLED Displays. ACM Transactions on

Embedded Computing Systems 15, 4 (2016), 1–25.

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Partial Display Disabling/Dimming Techniques• A user usually focuses on just half of the screen for most (but not all)

interactive applications context-depend.

• Darken contents that are not of interest

• Impact user perception

Picture source: K. W. Tan, T. Okoshi, A. Misra, and R. K. Balan. 2013. FOCUS: A usable and effective approach to OLED display power management. In Proceedings of ACM UbiComp. 573–582.

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Color Remapping Techniques

• Change colors into colors that consume less power◦ Acceptable colors

are also user and context dependent

• Suitable for GUI but not natural images

Picture source: M. Dong and L. Zhong. Power modeling and optimization for OLED displays. IEEE Transactions on Mobile Computing 11, 9 (2012), 1587–1599.

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OLED Dynamic Voltage Scaling Techniques

• Decrease the supply voltage of each pixel’s circuit

• Restore luminance with image compensation◦ Acceptable distortion is user dependent

• Require hardware support and partition the display into rectangular regions

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Picture source: D. Shin, Y. Kim, N. Chang, and M. Pedram. 2011. Dynamic voltage scaling of OLED displays. In Proceedings of IEEE/ACM DAC. 53–58.

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Image Compensation Results

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Picture source: D. Shin, Y. Kim, N. Chang, and M. Pedram. 2011. Dynamic voltage scaling of OLED displays. In Proceedings of IEEE/ACM DAC. 53–58.

• Resultant distortion is context dependent

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Image Pixel Scaling Techniques• Scale down pixel values of

different shaped regions

• Regions of an image receive varying degrees ofvisual attention

• Different regions can tolerate different degrees of image distortion

◦ Acceptable distortion is user dependent

• Not every change is noticeable

Picture source: C.-H. Lin, C.-K. Kang, and P.-C. Hsiu. CURA: A Framework for Quality-Retaining Power Saving on Mobile OLED Displays. ACM Transactions on Embedded Computing Systems 15, 4 (2016), 1–25.

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Page 19: Context-aware, Perception-guided Workload Characterization ... · Pixel Power Models of OLED Displays Picture sources: • M. Dong and L. Zhong. Power modeling and optimization for

Segmentation Regions and Processed Images

Picture source: C.-H. Lin, C.-K. Kang, and P.-C. Hsiu. CURA: A Framework for Quality-Retaining Power Saving on Mobile OLED Displays. ACM Transactions on Embedded Computing Systems 15, 4 (2016), 1–25.

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Page 20: Context-aware, Perception-guided Workload Characterization ... · Pixel Power Models of OLED Displays Picture sources: • M. Dong and L. Zhong. Power modeling and optimization for

Outline

• Context-aware design for OLED displays on mobile phones

• Android display system and CPU frequency governor

• QoE-aware resource scheduling strategies for energy optimization

• How to collect data from real users to characterize workload and QoE requirements?

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Picture Source: http://elinux.org/images/2/2b/Android_graphics_path--chis_simmonds.pdf

Overview of Android Display

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Picture Source: http://elinux.org/images/2/2b/Android_graphics_path--chis_simmonds.pdf

Composition of the Display

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Picture Source: https://source.android.com/devices/graphics/

Android Graphics Components

• Everything is rendered onto a "surface”◦ Every window is backed by a surface

• All of the visible surfaces rendered are composited onto the display by SurfaceFlinger

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Picture Source: D.W. Kim, N.Y. Jung, H.J. Cha, Content-centric display energy management for mobile devices, DAC 2014.

Android Graphics Display

• Frame rate (frames per second or FPS): the rate at which an imaging device generates consecutive images

• Refresh rate: the rate at which the display hardware refreshes the frames

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VSync and Display Buffering

• Synchronizes events to the refresh cycle of the display◦ Applications always start drawing on a VSync boundary, and

SurfaceFlinger always composites on a VSync boundary

• If the display is refreshing at 60 Hz, Android has 16 msto process user input and draw on the display

• Android uses double buffering for drawing by default◦ Front buffer: currently visible screen contents

◦ Back buffer: screen contents of the next frame

◦ On the next VSync event, these two buffers are swapped

◦ Frame dropped events may occur due to complexity of the viewmismatch between workload and resources allocated

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Page 26: Context-aware, Perception-guided Workload Characterization ... · Pixel Power Models of OLED Displays Picture sources: • M. Dong and L. Zhong. Power modeling and optimization for

Picture Source: https://mathias-garbe.de/files/introduction-android-graphics.pdf

VSync and Display Buffering

• When system missed VSync when producing a buffer, can only start to process next buffer at following VSync◦ Frames dropped and user perceived QoE is affected

• Triple buffering◦ On frame drop, switch to use a third buffer

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Page 27: Context-aware, Perception-guided Workload Characterization ... · Pixel Power Models of OLED Displays Picture sources: • M. Dong and L. Zhong. Power modeling and optimization for

CPU Governor

• To maintain a certain display quality, e.g. 60 frames per second (FPS), the frequency of the processors must be set high enough to process the workload within the deadline (e.g. 16 ms)

• Android provides several built-in CPU frequency governors (but also allows manual setting)

Workload DVFS GovernorIncrease

Frequency

Decrease Frequency

Overload

Underload

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Page 28: Context-aware, Perception-guided Workload Characterization ... · Pixel Power Models of OLED Displays Picture sources: • M. Dong and L. Zhong. Power modeling and optimization for

Common CPU Governors

• Performance: ◦ Sets CPU frequency statically to the highest possible frequency

• PowerSave:◦ Sets CPU frequency statically to the lowest possible frequency

• OnDemand:◦ Quickly scales up CPU frequency on sufficient load, e.g. user

input, and quickly scales down frequency once the load is no longer present

• Interactive:◦ Quickly ramps up to the maximum allowed frequency, and then

slowly drops the frequency once no longer under loadhttp://wiki.rootzwiki.com/CPU_Governors

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Page 29: Context-aware, Perception-guided Workload Characterization ... · Pixel Power Models of OLED Displays Picture sources: • M. Dong and L. Zhong. Power modeling and optimization for

Outline

• Context-aware design for OLED displays on mobile phones

• Android display system and CPU frequency governor

• QoE-aware resource scheduling strategies for energy optimization

• How to collect data from real users to characterize workload and QoE requirements?

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Page 30: Context-aware, Perception-guided Workload Characterization ... · Pixel Power Models of OLED Displays Picture sources: • M. Dong and L. Zhong. Power modeling and optimization for

Quality of Experience, QoE

• For interactive apps on mobile phones, user experience is affected mainly by perceived display quality

• A common metric of QoE is thus the frame rate, frames per second (FPS), of the display◦ Duration between two frames defines deadline to execute the

given workload, e.g. 60 FPS limits the time to draw a frame, including all the associated computations, to 16 ms

• What is the right value for FPS that the user may feel satisfied regarding the display quality?

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Quality of Experience, QoE

• Ideally, we need to experiment on a large number of real users to find out the right FPS to use for different types of applications under different contexts

• However, reports showed that normal users cannot perceive any significant difference between 45 and 60 FPS

• Is 45 or 60 FPS a good value to use for QoE?

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B.F. Janzen, R.J. Teather, “Is 60 FPS better than 30?: the impact of frame rate and latency on moving target selection,” CHI '14, 2014.

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Quality of Experience, QoE

• Application: CandyCrush

• Measurement tool: GameBench

• The game application draws continuously on the display

• Foreground app normally dominates computations

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Quality of Experience, QoE

• However, other types of applications may not be applied, and experiments on real users may be needed

• Not surprisingly, most surveyed works focus on games and set a fixed target QoE at 60 FPS

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Facebook

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Workload

• What metric to use for workload?

• For CPU/GPU scheduling, a commonly used metric is CPU/GPU utilization

• Two issues related to workload for CPU/GPU scheduling:◦ What is the workload for the next scheduling interval, e.g. every

16 ms?

◦ How to set the CPU/GPU frequency to execute the predicted workload so that the deadline, e.g. 16 ms, can be met? relationship between utilization and processor frequency• More complex for heterogeneous multicore

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How to Predict Workload?

• Use workload (CPU/GPU utilization) of the last scheduling interval◦ Or weighted average of last n intervals

◦ Work fine with short scheduling intervals and homogeneous workload, e.g. games

• Use characteristics of applications (app-aware)◦ Study activities in using apps, e.g. scrolling,

tapping, typing, watching, to identify different “states/phases” of the apps build Markov model to predict next state

◦ For example: round-based games, FB

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Page 36: Context-aware, Perception-guided Workload Characterization ... · Pixel Power Models of OLED Displays Picture sources: • M. Dong and L. Zhong. Power modeling and optimization for

CPU Utilization and Frequency

• In the last scheduling interval, CPU utilization was measured to be x% with a clock rate of y GHz, assuming workload remains the same, what should the clock rate be for the next interval? CPU/GPU governor

• What is the target utilization for the next interval?◦ Low vs. high

◦ Is 80% a good value?

• Given the target utilization, z%, what is the clock rate?◦ Linear model, table lookup, …

◦ How to take account of user input events?

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Frame time Frame timeCPU CPU

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CPU Utilization and Frequency

• CPU-GPU co-scheduling◦ Adjust CPU and GPU frequency independently

◦ Consider relative computing power of CPU and GPU

◦ Consider performance bound at CPU or GPU

• Heterogeneous multicore and core scheduling◦ Relative computing power of the cores

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Picture source: Memory-aware Cooperative CPU-GPU DVFS for Mobile Games, Embedded Systems for Real-Time Multimedia, IEEE, 2015

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0

20

40

60

80

100

120

1 2 3 4 5_1 5_2 6

CPULoad

NumberofCores

CPULoadofeachcores

Core1 Core2 Core3 Core4 Core5 Core6

0

100000

200000

300000

400000

500000

600000

700000

800000

900000

1000000

1 2 3 4 5_1 5_2 6

BatteryPower(uA)

NumberofCores

CorewisePowerConsumption

CPU Utilization and Frequency• Power consumption is directly proportional to the CPU Utilization

◦ Ex: MOBA (multiplayer online battle arena) game on Nexus 5x

◦ Power consumption increases with the number of active cores

◦ Gameplay is very smooth with two active cores (~80% utilization)

• Playing the game with more than two cores is not profitable

◦ Consumes more power without much improvements in the gameplay

• Users may not enjoy the game with only one active core

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Context Awareness

• Contexts may affect workload and acceptable QoE

• How many contexts and how to identify them?

• User annotated:◦ Types of annotated contexts are limited

◦ Same context, behave differently, e.g. context too broad

• Machine learned:◦ Unsupervised machine learning to classify context data, such as

time, place, activity, …

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Contexto: Lessons Learned from Mobile Context Inference, UbiComp '14 Adjunct , 2014, pp. 175-178.

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Context Awareness

• FB usage of one user for 8 weeks

• Machine learned contexts:

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Context 1 Context 2 Context 3 Context 4

TimeWeekday Moring

N/ABefore Sleep

After wake upN/A

Location Home Outside Home Outside

Network Wi-Fi GSM Wi-Fi GSM

Status Charging Hand-on N/A Walking

Context 5 Context 6 Context 7 Context 8

Time Weekday Night Weekend N/A N/A

Location Home Home Not Home Outside

Network Wi-Fi Wi-Fi Wi-Fi GSM

Status Charging Charging N/A Still

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Context Awareness

• User behaviors (workloads) under different contexts◦ Convert number of times of user’s operations into frequency to

eliminate the temporal influence

◦ Five scales: Least, Less, Medium, More, Much

41

Context 1 Context 2 Context 3 Context 4

Duration Much Least Much Least

Scroll Much Much Less Much

Click Less Much Less More

FocusChanged Least Much Medium Much

Context 5 Context 6 Context 7 Context 8

Duration More Medium Less Medium

Scroll More Less Medium Least

Click Less More Less Least

FocusChanged Less Least Medium More

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ShakinessUser

ExperienceNo. of Cores

Max. Frequency

Low Good 2 600MHz

Low Fair 2 460MHz

Low Poor 2 384MHz

Medium Good 2 384MHz

Context Awareness

• Context and acceptable QoE◦ Shakiness is a first-order measure of user contexts, e.g. high for

jogging; medium for walking/riding; low for sitting/standing

◦ Users tend to tolerate lower display qualify if the phone is shaky

• Preliminary data from a single user

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Outline

• Context-aware design for OLED displays on mobile phones

• Android display system and CPU frequency governor

• QoE-aware resource scheduling strategies for energy optimization

• How to collect data from real users to characterize workload and QoE requirements?

MMSYS'17, TAIPEI 43

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Real User Experiments

• QoE is very subjective, personalized, hard to quantify ◦ Particularly, it varies with user context, e.g. walking, sitting,…

• Most existing works on resource scheduling for mobile phones bypass the problem of quantifying QoE◦ e.g. use a fixed 60 FPS as the target QoE

• Ignoring QoE variations under different contexts may set an unnecessary bound on the scheduling target, leading to a waste of power

• Need to better quantify users’ QoE under different contexts for tighter resource scheduling

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Real User Experiments

• Recruit users to collect data on their usages of mobile phones and their satisfaction of the display quality◦ Be transparent to the testers regarding rights and obligations on

recruiting

• Develop an app for data collection◦ Creating display conditions: randomly fix CPU/GPU frequency

at a certain level when the tester uses specific interactive apps◦ Phone logging: sample and collect usage data, e.g. CPU/GPU

utilization, mobility (activity + location), sensor values, FPS, etc.◦ Questionnaire: (discussed next)◦ Data uploading: upload collected data and ensure quality ◦ Heartbeat service: check liveness of data collection app

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Questionnaire Design

• Challenge:◦ Ensure the quality of data gathered from the testers

◦ Do not annoy and disturb the testers

• Methodology: Experience Sampling Method (ESM)◦ Ask only when the tester uses the app long enough

◦ Ask only when the tester leaves the app, with a random prob.

◦ Ask at most a certain times per hour and per day

• Also record data related to questionnaire◦ Time that a target app started, the questionnaire popped up,

the questionnaire answered, …

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Data Collection App

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Summary

• Mobile phones are interactive◦ Workloads are dynamic, bursty, and user/context dependent

◦ User experience affected by display quality

◦ Processor scheduling for low power must consider workloads and user desired QoE, which in turn are affected by contexts

• Many works on processor scheduling for phones◦ Mainly focus on game-type applications

◦ Address user experience but with static metric (e.g. 60 FPS)

• The more we know about device, application workloads, user preferences, contexts, (aware of this, aware of that) the better we can optimize the phone

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References• Application-aware and User-interaction-aware Energy Optimization

Framework• Using HSFMs to Model Mobile Gaming Behavior for Energy Efficient

DVFS Governor• Frame-based and Thread-based Power Management for Mobile Games

on HMP Platforms• Time Series Characterization of Gaming Workload for Runtime Power

Management• A User-Centric CPU-GPU Governing Framework for 3D Games on

Mobile Devices• Personalized Power Saving Profiles Generation Analyzing Smart Device

Usage Patterns• User-Centric Scheduling and Governing on Mobile Devices with

big.LITTLE Processors

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Any questions?

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