133 research outputs found

    Suitability of Transport Techniques for Video Transmission in IP Networks

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    The paper discusses the problem of video transmission in an IP network. The authors consider the ability of using the most popular video codecs that use both the MPEG2 Transport Stream and Dynamic Adaptive Streaming over Hypertext Transfer Protocol (DASH). The main emphasis was given to ensuring the quality of service and quality assessment methods, taking into account not only the service- or network provider’s point of view but also the end user’s perspective. Two quality assessment approaches were presented, i.e. objective and subjective methods. The authors presented the results of the quality evaluation for H.264/MPEG-4, H.265/HEVC and VP9 codecs. The objective measurements, proved by statistical analysis of user opinion scores, confirmed the ability of using H.265 and VP9 codecs in both real time and streaming transmissions, while the quality of video streaming over HTTP with the H.264 codec proved inadequate. The authors also presented a connection between the dynamics of network bandwidth changing and MPEG-DASH mechanism operation and their influence on thequality experienced by users

    Video Traffic Characteristics of Modern Encoding Standards: H.264/AVC with SVC and MVC Extensions and H.265/HEVC

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    abstract: Video encoding for multimedia services over communication networks has significantly advanced in recent years with the development of the highly efficient and flexible H.264/AVC video coding standard and its SVC extension. The emerging H.265/HEVC video coding standard as well as 3D video coding further advance video coding for multimedia communications. This paper first gives an overview of these new video coding standards and then examines their implications for multimedia communications by studying the traffic characteristics of long videos encoded with the new coding standards. We review video coding advances from MPEG-2 and MPEG-4 Part 2 to H.264/AVC and its SVC and MVC extensions as well as H.265/HEVC. For single-layer (nonscalable) video, we compare H.265/HEVC and H.264/AVC in terms of video traffic and statistical multiplexing characteristics. Our study is the first to examine the H.265/HEVC traffic variability for long videos. We also illustrate the video traffic characteristics and statistical multiplexing of scalable video encoded with the SVC extension of H.264/AVC as well as 3D video encoded with the MVC extension of H.264/AVC.View the article as published at https://www.hindawi.com/journals/tswj/2014/189481

    User generated HDR gaming video streaming : dataset, codec comparison and challenges

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    Gaming video streaming services have grown tremendously in the past few years, with higher resolutions, higher frame rates and HDR gaming videos getting increasingly adopted among the gaming community. Since gaming content as such is different from non-gaming content, it is imperative to evaluate the performance of the existing encoders to help understand the bandwidth requirements of such services, as well as further improve the compression efficiency of such encoders. Towards this end, we present in this paper GamingHDRVideoSET, a dataset consisting of eighteen 10-bit UHD-HDR gaming videos and encoded video sequences using four different codecs, together with their objective evaluation results. The dataset is available online at [to be added after paper acceptance]. Additionally, the paper discusses the codec compression efficiency of most widely used practical encoders, i.e., x264 (H.264/AVC), x265 (H.265/HEVC) and libvpx (VP9), as well the recently proposed encoder libaom (AV1), on 10-bit, UHD-HDR content gaming content. Our results show that the latest compression standard AV1 results in the best compression efficiency, followed by HEVC, H.264, and VP9.Comment: 14 pages, 8 figures, submitted to IEEE journa

    Video-assisted Overtaking System enabled by V2V Communications

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    V2X (Vehicle-to-Everything) is a promising technology to diminish road hazards and increase driving safety. This thesis focuses in the transmission of video between vehicles (V2V, Vehicle-to-Vehicle) in an overtaking situation, helping drivers to be more aware and less error-prone in these situations. In the implementation, the vehicle reads from vehicle's CAN and GPS data to setup the system, streams his Line of Sight to the overtaking vehicle and uses DSRC as the communication technology

    An objective and subjective quality assessment for passive gaming video streaming

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    Gaming video streaming has become increasingly popular in recent times. Along with the rise and popularity of cloud gaming services and e-sports, passive gaming video streaming services such as Twitch.tv, YouTubeGaming, etc. where viewers watch the gameplay of other gamers, have seen increasing acceptance. Twitch.tv alone has over 2.2 million monthly streamers and 15 million daily active users with almost a million average concurrent users, making Twitch.tv the 4th biggest internet traffic generator, just after Netflix, YouTube and Apple. Despite the increasing importance and popularity of such live gaming video streaming services, they have until recently not caught the attention of the quality assessment research community. For the continued success of such services, it is imperative to maintain and satisfy the end user Quality of Experience (QoE), which can be measured using various Video Quality Assessment (VQA) methods. Gaming videos are synthetic and artificial in nature and have different streaming requirements as compared to traditional non-gaming content. While there exist a lot of subjective and objective studies in the field of quality assessment of Video-on-demand (VOD) streaming services, such as Netflix and YouTube, along with the design of many VQA metrics, no work has been done previously towards quality assessment of live passive gaming video streaming applications. The research work in this thesis tries to address this gap by using various subjective and objective quality assessment studies. A codec comparison using the three most popular and widely used compression standards is performed to determine their compression efficiency. Furthermore, a subjective and objective comparative study is carried out to find out the difference between gaming and non-gaming videos in terms of the trade-off between quality and data-rate after compression. This is followed by the creation of an open source gaming video dataset, which is then used for a performance evaluation study of the eight most popular VQA metrics. Different temporal pooling strategies and content based classification approaches are evaluated to assess their effect on the VQA metrics. Finally, due to the low performance of existing No-Reference (NR) VQA metrics on gaming video content, two machine learning based NR models are designed using NR features and existing NR metrics, which are shown to outperform existing NR metrics while performing on par with state-of-the-art Full-Reference (FR) VQA metrics

    DASHbed: a testbed framework for large scale empirical evaluation of real-time DASH in wireless scenarios

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    Recent years have witnessed an explosion of multimedia traffic carried over the Internet. Video-on-demand and live streaming services are the most dominant services. To ensure growth, many streaming providers have invested considerable time and effort to keep pace with ever-increasing users’ demand for better quality and stall abolition. HTTP adaptive streaming (HAS) algorithms are at the core of every major streaming provider service. Recent years have seen sustained development in HAS algorithms. Currently, to evaluate their proposed solutions, researchers need to create a framework and numerous state-of-the-art algorithms. Often, these frameworks lack flexibility and scalability, covering only a limited set of scenarios. To fill this gap, in this paper we propose DASHbed, a highly customizable real-time framework for testing HAS algorithms in a wireless environment. Due to its low memory requirement, DASHbed offers a means of running large-scale experiments with a hundred competing players. Finally, we supplement the proposed framework with a dataset consisting of results for five HAS algorithms tested in various evaluated scenarios. The dataset showcases the abilities of DASHbed and presents the adaptation metrics per segment in the generated content (such as switches, buffer-level, P.1203.1 values, delivery rate, stall duration, etc.), which can be used as a baseline when researchers compare the output of their proposed algorithm against the state-of-the-art algorithms
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