13,604 research outputs found

    Design and evaluation of a DASH-compliant second screen video player for live events in mobile scenarios

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    The huge diffusion of mobile devices is rapidly changing the way multimedia content is consumed. Mobile devices are often used as a second screen, providing complementary information on the content shown on the primary screen, as different camera angles in case of a sport event. The introduction of multiple camera angles poses many challenges with respect to guaranteeing a high Quality of Experience to the end user, especially when the live aspect, different devices and highly variable network conditions typical of mobile environments come into play. Due to the ability of HTTP Adaptive Streaming (HAS) protocols to dynamically adapt to bandwidth fluctuations, they are especially suited for the delivery of multimedia content in mobile environments. In HAS, each video is temporally segmented and stored in different quality levels. Rate adaptation heuristics, deployed at the video player, allow the most appropriate quality level to be dynamically requested, based on the current network conditions. Recently, a standardized solution has been proposed by the MPEG consortium, called Dynamic Adaptive Streaming over HTTP (DASH). We present in this paper a DASH-compliant iOS video player designed to support research on rate adaptation heuristics for live second screen scenarios in mobile environments. The video player allows to monitor the battery consumption and CPU usage of the mobile device and to provide this information to the heuristic. Live and Video-on-Demand streaming scenarios and real-time multi-video switching are supported as well. Quantitative results based on real 3G traces are reported on how the developed prototype has been used to benchmark two existing heuristics and to analyse the main aspects affecting battery lifetime in mobile video streaming

    On the impact of video stalling and video quality in the case of camera switching during adaptive streaming of sports content

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    The widespread usage of second screens, in combination with mobile video streaming technologies like HTTP Adaptive Streaming (HAS), enable new means for taking end-users' Quality of Experience (QoE) to the next level. For sports events, these technological evolutions can, for example, enhance the overall engagement of remote fans or give them more control over the content. In this paper, we consider the case of adaptively streaming multi-camera sports content to tablet devices, enabling the end-user to dynamically switch cameras. Our goal is to subjectively evaluate the trade-off between video stalling duration (as a result of requesting another camera feed) and initial video quality of the new feed. Our results show that short video stallings do not significantly influence overall quality ratings, that quality perception is highly influenced by the video quality at the moment of camera switching and that large quality fluctuations should be avoided

    Saving Energy in Mobile Devices for On-Demand Multimedia Streaming -- A Cross-Layer Approach

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    This paper proposes a novel energy-efficient multimedia delivery system called EStreamer. First, we study the relationship between buffer size at the client, burst-shaped TCP-based multimedia traffic, and energy consumption of wireless network interfaces in smartphones. Based on the study, we design and implement EStreamer for constant bit rate and rate-adaptive streaming. EStreamer can improve battery lifetime by 3x, 1.5x and 2x while streaming over Wi-Fi, 3G and 4G respectively.Comment: Accepted in ACM Transactions on Multimedia Computing, Communications and Applications (ACM TOMCCAP), November 201

    Foveated Video Streaming for Cloud Gaming

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    Good user experience with interactive cloud-based multimedia applications, such as cloud gaming and cloud-based VR, requires low end-to-end latency and large amounts of downstream network bandwidth at the same time. In this paper, we present a foveated video streaming system for cloud gaming. The system adapts video stream quality by adjusting the encoding parameters on the fly to match the player's gaze position. We conduct measurements with a prototype that we developed for a cloud gaming system in conjunction with eye tracker hardware. Evaluation results suggest that such foveated streaming can reduce bandwidth requirements by even more than 50% depending on parametrization of the foveated video coding and that it is feasible from the latency perspective.Comment: Submitted to: IEEE 19th International Workshop on Multimedia Signal Processin

    QoE-centric management of advanced multimedia services

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    Over the last years, multimedia content has become more prominent than ever. Particularly, video streaming is responsible for more than a half of the total global bandwidth consumption on the Internet. As the original Internet was not designed to deliver such real-time, bandwidth-consuming applications, a serious challenge is posed on how to efficiently provide the best service to the users. This requires a shift in the classical approach used to deliver multimedia content, from a pure Quality of Service (QoS) to a full Quality of Experience (QoE) perspective. While QoS parameters are mainly related to low-level network aspects, the QoE reflects how the end-users perceive a particular multimedia service. As the relationship between QoS parameters and QoE is far from linear, a classical QoS-centric delivery is not able to fully optimize the quality as perceived by the users. This paper provides an overview of the main challenges this PhD aims to tackle in the field of end-to-end QoE optimization of video streaming services and, more precisely, of HTTP Adaptive Streaming (HAS) solutions, which are quickly becoming the de facto standard for video delivery over the Internet

    The Road Ahead for Networking: A Survey on ICN-IP Coexistence Solutions

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    In recent years, the current Internet has experienced an unexpected paradigm shift in the usage model, which has pushed researchers towards the design of the Information-Centric Networking (ICN) paradigm as a possible replacement of the existing architecture. Even though both Academia and Industry have investigated the feasibility and effectiveness of ICN, achieving the complete replacement of the Internet Protocol (IP) is a challenging task. Some research groups have already addressed the coexistence by designing their own architectures, but none of those is the final solution to move towards the future Internet considering the unaltered state of the networking. To design such architecture, the research community needs now a comprehensive overview of the existing solutions that have so far addressed the coexistence. The purpose of this paper is to reach this goal by providing the first comprehensive survey and classification of the coexistence architectures according to their features (i.e., deployment approach, deployment scenarios, addressed coexistence requirements and architecture or technology used) and evaluation parameters (i.e., challenges emerging during the deployment and the runtime behaviour of an architecture). We believe that this paper will finally fill the gap required for moving towards the design of the final coexistence architecture.Comment: 23 pages, 16 figures, 3 table

    Beyond multimedia adaptation: Quality of experience-aware multi-sensorial media delivery

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    Multiple sensorial media (mulsemedia) combines multiple media elements which engage three or more of human senses, and as most other media content, requires support for delivery over the existing networks. This paper proposes an adaptive mulsemedia framework (ADAMS) for delivering scalable video and sensorial data to users. Unlike existing two-dimensional joint source-channel adaptation solutions for video streaming, the ADAMS framework includes three joint adaptation dimensions: video source, sensorial source, and network optimization. Using an MPEG-7 description scheme, ADAMS recommends the integration of multiple sensorial effects (i.e., haptic, olfaction, air motion, etc.) as metadata into multimedia streams. ADAMS design includes both coarse- and fine-grained adaptation modules on the server side: mulsemedia flow adaptation and packet priority scheduling. Feedback from subjective quality evaluation and network conditions is used to develop the two modules. Subjective evaluation investigated users' enjoyment levels when exposed to mulsemedia and multimedia sequences, respectively and to study users' preference levels of some sensorial effects in the context of mulsemedia sequences with video components at different quality levels. Results of the subjective study inform guidelines for an adaptive strategy that selects the optimal combination for video segments and sensorial data for a given bandwidth constraint and user requirement. User perceptual tests show how ADAMS outperforms existing multimedia delivery solutions in terms of both user perceived quality and user enjoyment during adaptive streaming of various mulsemedia content. In doing so, it highlights the case for tailored, adaptive mulsemedia delivery over traditional multimedia adaptive transport mechanisms

    Service Migration from Cloud to Multi-tier Fog Nodes for Multimedia Dissemination with QoE Support.

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    A wide range of multimedia services is expected to be offered for mobile users via various wireless access networks. Even the integration of Cloud Computing in such networks does not support an adequate Quality of Experience (QoE) in areas with high demands for multimedia contents. Fog computing has been conceptualized to facilitate the deployment of new services that cloud computing cannot provide, particularly those demanding QoE guarantees. These services are provided using fog nodes located at the network edge, which is capable of virtualizing their functions/applications. Service migration from the cloud to fog nodes can be actuated by request patterns and the timing issues. To the best of our knowledge, existing works on fog computing focus on architecture and fog node deployment issues. In this article, we describe the operational impacts and benefits associated with service migration from the cloud to multi-tier fog computing for video distribution with QoE support. Besides that, we perform the evaluation of such service migration of video services. Finally, we present potential research challenges and trends
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