2,145 research outputs found

    Streaming and User Behaviour in Omnidirectional Videos

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    Omnidirectional videos (ODVs) have gone beyond the passive paradigm of traditional video, offering higher degrees of immersion and interaction. The revolutionary novelty of this technology is the possibility for users to interact with the surrounding environment, and to feel a sense of engagement and presence in a virtual space. Users are clearly the main driving force of immersive applications and consequentially the services need to be properly tailored to them. In this context, this chapter highlights the importance of the new role of users in ODV streaming applications, and thus the need for understanding their behaviour while navigating within ODVs. A comprehensive overview of the research efforts aimed at advancing ODV streaming systems is also presented. In particular, the state-of-the-art solutions under examination in this chapter are distinguished in terms of system-centric and user-centric streaming approaches: the former approach comes from a quite straightforward extension of well-established solutions for the 2D video pipeline while the latter one takes the benefit of understanding users’ behaviour and enable more personalised ODV streaming

    MAC Aspects of Millimeter-Wave Cellular Networks

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    The current demands for extremely high data rate wireless services and the spectrum scarcity at the sub-6 GHz bands are forcefully motivating the use of the millimeter-wave (mmWave) frequencies. MmWave communications are characterized by severe attenuation, sparse-scattering environment, large bandwidth, high penetration loss, beamforming with massive antenna arrays, and possible noise-limited operation. These characteristics imply a major difference with respect to legacy communication technologies, primarily designed for the sub-6 GHz bands, and are posing major design challenges on medium access control (MAC) layer. This book chapter discusses key MAC layer issues at the initial access and mobility management (e.g., synchronization, random access, and handover) as well as resource allocation (interference management, scheduling, and association). The chapter provides an integrated view on MAC layer issues for cellular networks and reviews the main challenges and trade-offs and the state-of-the-art proposals to address them

    Enhancing the broadcasted TV consumption experience with broadband omnidirectional video content

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    [EN] The current wide range of heterogeneous consumption devices and delivery technologies, offers the opportunity to provide related contents in order to enhance and enrich the TV consumption experience. This paper describes a solution to handle the delivery and synchronous consumption of traditional broadcast TV content and related broadband omnidirectional video content. The solution is intended to support both hybrid (broadcast/broadband) delivery technologies and has been designed to be compatible with the Hybrid Broadcast Broadband TV (HbbTV) standard. In particular, some specifications of HbbTV, such as the use of global timestamps or discovery mechanisms, have been adopted. However, additional functionalities have been designed to achieve accurate synchronization and to support the playout of omnidirectional video content in current consumption devices. In order to prove that commercial hybrid environments could be immediately enhanced with this type of content, the proposed solution has been included in a testbed, and objectively and subjectively evaluated. Regarding the omnidirectional video content, the two most common types of projections are supported: equirectangular and cube map. The results of the objective assessment show that the playout of broadband delivered omnidirectional video content in companion devices can be accurately synchronized with the playout on TV of traditional broadcast 2D content. The results of the subjective assessment show the high interest of users in this type of new enriched and immersive experience that contributes to enhance their Quality of Experience (QoE) and engagement.This work was supported by the Generalitat Valenciana, Investigacion Competitiva Proyectos, through the Research and Development Program Grants for Research Groups to be Consolidated, under Grant AICO/2017/059 and Grant AICO/2017Marfil-Reguero, D.; Boronat, F.; LĂłpez, J.; Vidal MelĂł, A. (2019). Enhancing the broadcasted TV consumption experience with broadband omnidirectional video content. IEEE Access. 7:171864-171883. https://doi.org/10.1109/ACCESS.2019.2956084S171864171883

    Planning and dynamic spectrum management in heterogeneous mobile networks with QoE optimization

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    The radio and network planning and optimisation are continuous processes that do not end after the network has been launched. To achieve the best trade-offs, especially between quality and costs, operators make use of several coverage and capacity enhancement methods. The research from this thesis proposes methods such as the implementation of cell zooming and Relay Stations (RSs) with dynamic sleep modes and Carrier Aggregation (CA) for coverage and capacity enhancements. Initially, a survey is presented on ubiquitous mesh networks implementation scenarios and an updated characterization of requirements for services and applications is proposed. The performance targets for the key parameters, delay, delay variation, information loss and throughput have been addressed for all types of services. Furthermore, with the increased competition, mobile operator’s success does not only depend on how good the offered Quality of Service (QoS) is, but also if it meets the end user’s expectations, i.e., Quality of Experience (QoE). In this context, a model for the mapping between QoS parameters and QoE has been proposed for multimedia traffic. The planning and optimization of fixed Worldwide Interoperability for Microwave Access (WiMAX) networks with RSs in conjunction with cell zooming has been addressed. The challenging case of a propagation measurement-based scenario in the hilly region of CovilhĂŁ has been considered. A cost/revenue function has been developed by taking into account the cost of building and maintaining the infrastructure with the use of RSs. This part of the work also investigates the energy efficiency and economic implications of the use of power saving modes for RSs in conjunction with cell zooming. Assuming that the RSs can be switched-off or zoomed out to zero in periods when the trafïŹc exchange is low, such as nights and weekends, it has been shown that energy consumption may be reduced whereas cellular coverage and capacity, as well as economic performance may be improved. An integrated Common Radio Resource Management (iCRRM) entity is proposed that implements inter-band CA by performing scheduling between two Long Term Evolution – Advanced (LTE-A) Component Carriers (CCs). Considering the bandwidths available in Portugal, the 800 MHz and 2.6 GHz CCs have been considered whilst mobile video traffic is addressed. Through extensive simulations it has been found that the proposed multi-band schedulers overcome the capacity of LTE systems without CA. Result shown a clear improvement of the QoS, QoE and economic trade-off with CA

    Do Users Behave Similarly in VR? Investigation of the User Influence on the System Design

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    With the overarching goal of developing user-centric Virtual Reality (VR) systems, a new wave of studies focused on understanding how users interact in VR environments has recently emerged. Despite the intense efforts, however, current literature still does not provide the right framework to fully interpret and predict users’ trajectories while navigating in VR scenes. This work advances the state-of-the-art on both the study of users’ behaviour in VR and the user-centric system design. In more detail, we complement current datasets by presenting a publicly available dataset that provides navigation trajectories acquired for heterogeneous omnidirectional videos and different viewing platforms—namely, head-mounted display, tablet, and laptop. We then present an exhaustive analysis on the collected data to better understand navigation in VR across users, content, and, for the first time, across viewing platforms. The novelty lies in the user-affinity metric, proposed in this work to investigate users’ similarities when navigating within the content. The analysis reveals useful insights on the effect of device and content on the navigation, which could be precious considerations from the system design perspective. As a case study of the importance of studying users’ behaviour when designing VR systems, we finally propose a user-centric server optimisation. We formulate an integer linear program that seeks the best stored set of omnidirectional content that minimises encoding and storage cost while maximising the user’s experience. This is posed while taking into account network dynamics, type of video content, and also user population interactivity. Experimental results prove that our solution outperforms common company recommendations in terms of experienced quality but also in terms of encoding and storage, achieving a savings up to 70%. More importantly, we highlight a strong correlation between the storage cost and the user-affinity metric, showing the impact of the latter in the system architecture design

    Do I smell coffee? The tale of a 360Âș Mulsemedia experience

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    One of the main challenges in current multimedia networking environments is to find solutions to help accommodate the next generation of mobile application classes with stringent Quality of Service (QoS) requirements whilst enabling Quality of Experience (QoE) provisioning for users. One such application class, featured in this paper, is 360Âș mulsemedia—multiple sensorial media—which enriches 360Âș video by adding sensory effects that stimulate human senses beyond those of sight and hearing, such as the tactile and olfactory ones. In this paper, we present a conceptual framework for 360Âș mulsemedia delivery and a 360Âș mulsemedia-based prototype that enables users to experience 360Âș mulsemedia content. User evaluations revealed that higher video resolutions do not necessarily lead to the highest QoE levels in our experimental setup. Therefore, bandwidth savings can be leveraged with no detrimental impact on QoE
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