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User-aware Frame Rate Management in Android Smartphones

Published: 27 September 2017 Publication History

Abstract

Frame rate has a direct impact on the energy consumption of smartphones: the higher the frame rate, the higher the power consumption. Hence, reducing display refreshes will reduce the power consumption. However, it is risky to manipulate frame rate drastically as it can deteriorate user satisfaction with the device. In this work, we introduce a screen management system that controls the frame rate on smartphone displays based on a model that detects user dissatisfaction due to display refreshes. This approach is based on understanding when higher frame rates are necessary, and providing lower frame rates —thus, saving power— if the lower rate is predicted not to cause user dissatisfaction. According to the results of our first user survey with 20 participants, individuals show highly varying requirements: while some users require high frame rates for the highest satisfaction, others are equally satisfied with lower frame rates. Based on this observation, we develop a system that predicts user dissatisfaction on the runtime and either increases or decreases the maximum frame rate setting. For user dissatisfaction predictions, we have compared two different approaches: (1) static model, which uses dissatisfaction characteristics of a fixed group of people, and (2) user-specific model, which is learning only from the specific user. Our second set of experiments with 20 participants shows that users report 32% less dissatisfaction and 4% more dissatisfaction than the default Android system with user-specific and static systems, respectively. These experiments also show that, compared to the default scheme, our mechanisms reduce the power consumption of the phone by 7.2% and 1.8% on average with the user-specific and static models, respectively.

References

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A. Carroll and G. Heiser. 2010. An analysis of power consumption in a smartphone. In Proceedings of the 2010 USENIX Conference on USENIX Annual Technical Conference (USENIXATC'10). USENIX Association, Berkeley, CA, USA, 21--21.
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M. Claypool, K. Claypool, and F. Damaa. 2006. The effects of frame rate and resolution on users playing first person shooter games. In Proceedings of ACM/SPIE Multimedia Computing and Networking (San Jose, CA, USA, January 18--19, 2006). MMCN’06.
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H. Han, J. Yu, H. Zhu, Y. Chen, J. Yang, G. Xue, Y. Zhu, and M. Li. 2013. E3: Energy-efficient engine for frame rate adaptation on smartphones. In Proceedings of the 11th ACM Conference on Embedded Networked Sensor Systems (SenSys’13). ACM, New York, NY, USA, Article 15, 14 pages.
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Cited By

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  • (2023)Investigating the rendering capability of embedded devices for graphical-user-interfaces in mobile machinesat - Automatisierungstechnik10.1515/auto-2023-004371:11(939-952)Online publication date: 8-Nov-2023
  • (2021)Scrolling-Aware Rendering to Reduce Frame Rates on SmartphonesElectronics10.3390/electronics1017217710:17(2177)Online publication date: 6-Sep-2021
  • (2020)AutoScale: Energy Efficiency Optimization for Stochastic Edge Inference Using Reinforcement Learning2020 53rd Annual IEEE/ACM International Symposium on Microarchitecture (MICRO)10.1109/MICRO50266.2020.00090(1082-1096)Online publication date: Oct-2020
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Information

Published In

cover image ACM Transactions on Embedded Computing Systems
ACM Transactions on Embedded Computing Systems  Volume 16, Issue 5s
Special Issue ESWEEK 2017, CASES 2017, CODES + ISSS 2017 and EMSOFT 2017
October 2017
1448 pages
ISSN:1539-9087
EISSN:1558-3465
DOI:10.1145/3145508
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Association for Computing Machinery

New York, NY, United States

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Publication History

Published: 27 September 2017
Accepted: 01 June 2017
Revised: 01 June 2017
Received: 01 March 2017
Published in TECS Volume 16, Issue 5s

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Author Tags

  1. Frames Per Second (FPS)
  2. Smartphone
  3. android
  4. frame rate
  5. personalized systems
  6. power consumption

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Cited By

View all
  • (2023)Investigating the rendering capability of embedded devices for graphical-user-interfaces in mobile machinesat - Automatisierungstechnik10.1515/auto-2023-004371:11(939-952)Online publication date: 8-Nov-2023
  • (2021)Scrolling-Aware Rendering to Reduce Frame Rates on SmartphonesElectronics10.3390/electronics1017217710:17(2177)Online publication date: 6-Sep-2021
  • (2020)AutoScale: Energy Efficiency Optimization for Stochastic Edge Inference Using Reinforcement Learning2020 53rd Annual IEEE/ACM International Symposium on Microarchitecture (MICRO)10.1109/MICRO50266.2020.00090(1082-1096)Online publication date: Oct-2020
  • (2020)A Survey on Energy Management for Mobile and IoT DevicesIEEE Design & Test10.1109/MDAT.2020.297666937:5(7-24)Online publication date: Oct-2020
  • (2019)User-centered context-aware CPU/GPU power management for interactive applications on smartphonesProceedings of the 16th ACM International Conference on Computing Frontiers10.1145/3310273.3322825(247-250)Online publication date: 30-Apr-2019

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