214 research outputs found
Wireless triple play system
Dissertação para obtenção do Grau de Mestre em
Engenharia Electrotécnica e ComputadoresTriple play is a service that combines three types of services: voice, data and multimedia
over a single communication channel for a price that is less than the total price of the individual services. However there is no standard for provisioning the Triple play services, rather they are provisioned individually, since the requirements are quite different for each service. The digital revolution helped to create and deliver a high quality media solutions. One of the most demanding services is the Video on Demand (VoD). This implicates a dedicated streaming channel for each user in order to provide normal media player commands (as pause, fast forward).
Most of the multimedia companies that develops personalized products does not always fulfil the users needs and are far from being cheap solutions. The goal of the project was to create a reliable and scalable triple play solution that works via Wireless Local Area Network (WLAN), fully capable of dealing with the existing state of the art multimedia technologies only resorting to open-source tools.
This project was design to be a transparent web environment using only web technologies
to maximize the potential of the services. HyperText Markup Language (HTML),Cascading Style Sheets (CSS) and JavaScript were the used technologies for the development
of the applications. Both a administration and user interfaces were developed to
fully manage all video contents and properly view it in a rich and appealing application,
providing the proof of concept.
The developed prototype was tested in a WLAN with up to four clients and the Quality
of Service (QoS) and Quality of Experience (QoE) was measured for several combinations
of active services. In the end it is possible to acknowledge that the developed prototype was capable of dealing with all the problems of WLAN technologies and successfully delivery all the proposed services with high QoE
GRACE: Loss-Resilient Real-Time Video through Neural Codecs
In real-time video communication, retransmitting lost packets over
high-latency networks is not viable due to strict latency requirements. To
counter packet losses without retransmission, two primary strategies are
employed -- encoder-based forward error correction (FEC) and decoder-based
error concealment. The former encodes data with redundancy before transmission,
yet determining the optimal redundancy level in advance proves challenging. The
latter reconstructs video from partially received frames, but dividing a frame
into independently coded partitions inherently compromises compression
efficiency, and the lost information cannot be effectively recovered by the
decoder without adapting the encoder.
We present a loss-resilient real-time video system called GRACE, which
preserves the user's quality of experience (QoE) across a wide range of packet
losses through a new neural video codec. Central to GRACE's enhanced loss
resilience is its joint training of the neural encoder and decoder under a
spectrum of simulated packet losses. In lossless scenarios, GRACE achieves
video quality on par with conventional codecs (e.g., H.265). As the loss rate
escalates, GRACE exhibits a more graceful, less pronounced decline in quality,
consistently outperforming other loss-resilient schemes. Through extensive
evaluation on various videos and real network traces, we demonstrate that GRACE
reduces undecodable frames by 95% and stall duration by 90% compared with FEC,
while markedly boosting video quality over error concealment methods. In a user
study with 240 crowdsourced participants and 960 subjective ratings, GRACE
registers a 38% higher mean opinion score (MOS) than other baselines
Robust P2P Live Streaming
Projecte fet en col.laboració amb la Fundació i2CATThe provisioning of robust real-time communication services (voice, video, etc.) or media contents through the Internet in a distributed manner is an important challenge,
which will strongly influence in current and future Internet evolution. Aware of this, we
are developing a project named Trilogy leaded by the i2CAT Foundation, which has as
main pillar the study, development and evaluation of Peer-to-Peer (P2P) Live
streaming architectures for the distribution of high-quality media contents. In this
context, this work concretely covers media coding aspects and proposes the use of
Multiple Description Coding (MDC) as a flexible solution for providing robust and
scalable live streaming over P2P networks. This work describes current state of the art
in media coding techniques and P2P streaming architectures, presents the
implemented prototype as well as its simulation and validation results
Optimal Streaming Codes for Channels with Burst and Arbitrary Erasures
This paper considers transmitting a sequence of messages (a streaming source)
over a packet erasure channel. In each time slot, the source constructs a
packet based on the current and the previous messages and transmits the packet,
which may be erased when the packet travels from the source to the destination.
Every source message must be recovered perfectly at the destination subject to
a fixed decoding delay. We assume that the channel loss model introduces either
one burst erasure or multiple arbitrary erasures in any fixed-sized sliding
window. Under this channel loss assumption, we fully characterize the maximum
achievable rate by constructing streaming codes that achieve the optimal rate.
In addition, our construction of optimal streaming codes implies the full
characterization of the maximum achievable rate for convolutional codes with
any given column distance, column span and decoding delay. Numerical results
demonstrate that the optimal streaming codes outperform existing streaming
codes of comparable complexity over some instances of the Gilbert-Elliott
channel and the Fritchman channel.Comment: 36 pages, 3 figures, 2 table
Streaming Video Performance and Enhancements in Resource-Constrained Wireless Networks
Streaming video is an increasingly popular application in wireless networks. The concept of a live streaming video yields several enticing possibilities: real-time video conferencing, television broadcasting, pay-per-view movie streaming, and more. These ideas have already been explored via the internet and have met with mixed success, largely due to the shortcomings of the underlying network. Taking streaming video to wireless networks, then, poses several significant challenges. Wireless networks are inherently more susceptible to failures and data corruption due to their unstable communications medium. This volatility suggests serious drawbacks for any implementation of streaming video. Video frame errors, jitter, and even complete sync loss are entirely conceivable in a wireless environment. Many of these issues have been undertaken and several approaches to mediation or even solution of these problems are underway. This thesis proposes to use advanced simulation techniques to properly exhaustively permute many vital parameters within a UMTS network and uncover, if they exist, bottlenecks in UMTS performance under considerable network load. This is accomplished via a described testing plan with simulation environment. Additionally this thesis proposes a new UDP-like transport layer specially optimized for streaming media over resource-constrained networks, tested to work with significant improvements under the UMTS cellular networking system. Finally this thesis provides several innovative new methods in the furtherance of the field of streaming media research in resourceconstrained and cellular environments. Overall this thesis makes several important contributes to an exciting and ever-growing field of active research and discussion
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