105 research outputs found

    A DASH server-side delay-based representation switching solution to improve the quality of experience for low-latency live video streaming

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    [EN] This work addresses the integration of real-time transmission systems, including IP cameras and production systems (like OBS or vMix), that use protocols such as RTSP (Real Time Streaming Protocol) or SRT (Secure Reliable Transport), with content distribution technology based on LL-DASH (Low Latency DASH -Dynamic Adaptive Streaming over HTTP-), taking advantage of the fact that DASH offers significant well-known advan- tages for content distribution over the Internet and via CDNs (Content Delivery Networks). Considering the limitations of the LL-DASH standard regarding the adaptation to network conditions, this paper proposes a new solution called Server-Side Representation Switching (SSRS). SSRS uses an approach based on the server measuring the delay in the requests made by clients, whose variation may be due to a decrease in bandwidth, as occurs in Wi-Fi networks with a high number of clients. To evaluate the effectiveness of the proposed solution, a testbed has been developed that allows the performance evaluation of both the LL-DASH system and the solution based on server-side decision-making. In addition, the developed solution has been compared with known al- gorithms (L2A and LoL+) integrated into the Dash.js player. The results show that the Server-Side Representation Switching solution offers a good trade-off between the transmitted quality and the final delay measured at the client, compared to the other algorithms evaluated. Moreover, it holds the advantage of being straightforward to implement and does not require any modifications to the players used.This work is supported by the Centro para el Desarrollo Tecnologico Industrial (CDTI) from the Government of Spain under the project "Nueva plataforma a bordo basada en redes 5G y Wi-Fi 6 para medios de transporte terrestre" (CDTI IDI-20210624).Belda Ortega, R.; Arce Vila, P.; Guerri Cebollada, JC.; De Fez, I. (2023). A DASH server-side delay-based representation switching solution to improve the quality of experience for low-latency live video streaming. Computer Networks. 235:1-15. https://doi.org/10.1016/j.comnet.2023.10996111523

    U-DiVE: Design and evaluation of a distributed photorealistic virtual reality environment

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    This dissertation presents a framework that allows low-cost devices to visualize and interact with photorealistic scenes. To accomplish this task, the framework makes use of Unity’s high-definition rendering pipeline, which has a proprietary Ray Tracing algorithm, and Unity’s streaming package, which allows an application to be streamed within its editor. The framework allows the composition of a realistic scene using a Ray Tracing algorithm, and a virtual reality camera with barrel shaders, to correct the lens distortion needed for the use on an inexpensive cardboard. It also includes a method to collect the mobile device’s spatial orientation through a web browser to control the user’s view, delivered via WebRTC. The proposed framework can produce low-latency, realistic and immersive environments to be accessed through low-cost HMDs and mobile devices. To evaluate the structure, this work includes the verification of the frame rate achieved by the server and mobile device, which should be higher than 30 FPS for a smooth experience. In addition, it discusses whether the overall quality of experience is acceptable by evaluating the delay of image delivery from the server up to the mobile device, in face of user’s movement. Our tests showed that the framework reaches a mean latency around 177 (ms) with household Wi-Fi equipment and a maximum latency variation of 77.9 (ms), among the 8 scenes tested.Esta dissertação apresenta um framework que permite que dispositivos de baixo custo visualizem e interajam com cenas fotorrealísticas. Para realizar essa tarefa, o framework faz uso do pipeline de renderização de alta definição do Unity, que tem um algoritmo de rastreamento de raio proprietário, e o pacote de streaming do Unity, que permite o streaming de um aplicativo em seu editor. O framework permite a composição de uma cena realista usando um algoritmo de Ray Tracing, e uma câmera de realidade virtual com shaders de barril, para corrigir a distorção da lente necessária para usar um cardboard de baixo custo. Inclui também um método para coletar a orientação espacial do dispositivo móvel por meio de um navegador Web para controlar a visão do usuário, entregue via WebRTC. O framework proposto pode produzir ambientes de baixa latência, realistas e imersivos para serem acessados por meio de HMDs e dispositivos móveis de baixo custo. Para avaliar a estrutura, este trabalho considera a verificação da taxa de quadros alcançada pelo servidor e pelo dispositivo móvel, que deve ser superior a 30 FPS para uma experiência fluida. Além disso, discute se a qualidade geral da experiência é aceitável, ao avaliar o atraso da entrega das imagens desde o servidor até o dispositivo móvel, em face da movimentação do usuário. Nossos testes mostraram que o framework atinge uma latência média em torno dos 177 (ms) com equipamentos wi-fi de uso doméstico e uma variação máxima das latências igual a 77.9 (ms), entre as 8 cenas testadas

    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

    PAMTEL-RT: Web-based Multimedia Platform for Tele-Assistance of Pediatric Health Emergencies in Real Time in Training Centers

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    [EN] In this paper, PAMTEL-RT, a web-based platform to provide remote health professional support and guidance during the initial assistance of emergency situations is presented. In particular, this platform focuses on the pediatric population and has been specifically designed to be used by non-healthcare professionals in training centers, such as educational or sport centers. It allows pediatricians in hospitals to use Information and Communication Technologies to assist or guide, in real-time, training personnel in charge of children when any emergency situation may arise. A direct and secure real-time connection between the medical and training centers is established, allowing sharing multiple media, such as audio, video, images, documents, text and data. Since the implementation relies on standard web-based technologies, cross-network, cross-platform and cross-device support are ensured. At first, an opinion and acceptance survey was conducted to collect requirements from some potential users to consider their opinions when designing and developing the platform. In line with the obtained results, the architecture of the platform has been designed, and a prototype has been developed and preliminarily evaluated through 12 drills/simulations in 7 education and sports centers. In the evaluation, 24 training personnel were involved, who considered that its usability was excellent and that it would have applicability in their centers. Furthermore, they considered that the included functionalities in the platform are appropriate and believed that the use of PAMTEL-RT could be highly effective in the early management of extreme emergency situations, and, in some cases, in avoiding tragic consequences.This work has been partially funded by the Universitat Politecnica de Valencia (UPV) and the Foundation for the Promotion of Health and Biomedical Research of Valencia Region (FISABIO), under their R&D&I Support Program with references UPV-FISABIO-2017-002-940. Authors also want to thank educational and sport institutions involved in the drills: Gregori Maians and Esclavas del Sagrado Corazón de Jesús Schools in Gandia city; Batoi and Pare Victoria Schools in Alcoi city; and U.E. Gandia Football Club, and C.A. Safor Delikia and C.C. El Garbí athletics clubs, in Gandia cityBoronat, F.; Escrivá, P.; Salvador-Llàcer, P.; Pareja, F.; Pastor, J. (2021). PAMTEL-RT: Web-based Multimedia Platform for Tele-Assistance of Pediatric Health Emergencies in Real Time in Training Centers. Multimedia Systems. 27(2):205-227. https://doi.org/10.1007/s00530-020-00730-0205227272Tomines, A.: Pediatric telehealth: approaches by specialty and implications for general pediatric care. Adv. Pediatr. 66, 55–85 (2019). https://doi.org/10.1016/j.yapd.2019.04.005European Commission. A healthy approach. Technology for personalized, preventative healthcare. ICT Research: the policy perspective. Publications Office of the European Union, 2010. 24 pp. ISBN 978-92-79-16085–1. (2010). https://doi.org/10.2759/33350EXPH (EXpert Panel on effective ways of investing in Health), Assessing the impact of digital transformation of health services, 20 November 2018. https://ec.europa.eu/health/expert_panel/sites/expertpanel/files/docsdir/022_digitaltransformation_en.pdf (2020). 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Neurology. 90(19), e1702–e1705 (2018). https://doi.org/10.1212/WNL.0000000000005482Stavas, N., Shea, J., Keddem, S., et al.: Perceptions of caregivers and adolescents of the use of telemedicine for the child sexual abuse examination. Child Abuse Negl. 85, 47–57 (2018)Vyas, S., Murren-Boezem, J., Solo-Josephson, P.: Analysis of a pediatric telemedicine program. Prog. Telemed. J. E Health (2018). https://doi.org/10.1089/tmj.2017.0281Bala, N., Price, S.N., Horan, C.M., et al.: Use of telehealth to enhance care in a family-centered childhood obesity intervention. Clin. Pediatr. 58(7), 789–797 (2019)mHealth Economics 2017. Current Status and Future Trends in Mobile Health: Research 2 Guidance. http://www.uzelf.org/wp-content/uploads/2017/12/R2G-mHealth-Developer-Economics-2017-Status-And-Trends.pdf (2020). Accessed May 2020Cisotto, G., Casarin, E., Tomasin, S.: Requirements and enablers of advanced healthcare services over future cellular systems. IEEE Commun. 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    Cloud-gaming:Analysis of Google Stadia traffic

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    Interactive, real-time, and high-quality cloud video games pose a serious challenge to the Internet due to simultaneous high-throughput and low round trip delay requirements. In this paper, we investigate the traffic characteristics of Stadia, the cloud-gaming solution from Google, which is likely to become one of the dominant players in the gaming sector. To do that, we design several experiments, and perform an extensive traffic measurement campaign to obtain all required data. Our first goal is to gather a deep understanding of Stadia traffic characteristics by identifying the different protocols involved for both signalling and video/audio contents, the traffic generation patterns, and the packet size and inter-packet time probability distributions. Then, our second goal is to understand how different Stadia games and configurations, such as the video codec and the video resolution selected, impact on the characteristics of the generated traffic. Finally, we aim to evaluate the ability of Stadia to adapt to different link capacity conditions, including those cases where the capacity drops suddenly. Our results and findings, besides illustrating the characteristics of Stadia traffic, are also valuable for planning and dimensioning future networks, as well as for designing new resource management strategies

    Application-Aware Network Design Using Software Defined Networking for Application Performance Optimization for Big Data and Video Streaming

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    Title from PDF of title page viewed October 30, 2017Dissertation advisor: Deep MedhiVitaIncludes bibliographical references (pages 122-135)Thesis (Ph.D.)--School of Computing and Engineering. University of Missouri--Kansas City, 2017This dissertation investigates improvement in application performance. For applications, we consider two classes: Hadoop MapReduce and video streaming. The Hadoop MapReduce (M/R) framework has become the de facto standard for Big Data analytics. However, the lack of network-awareness of the default MapReduce resource manager in a traditional IP network can cause unbalanced job scheduling and network bottlenecks; such factors can eventually lead to an increase in the Hadoop MapReduce job completion time. Dynamic Video streaming over the HTTP (MPEG-DASH) is becoming the defacto dominating transport for today’s video applications. It has been implemented in today’s major media carriers such as Youtube and Netflix. It enables new video applications to fully utilize the existing physical IP network infrastructure. For new 3D immersive medias such as Virtual Reality and 360-degree videos are drawing great attentions from both consumers and researchers in recent years. One of the biggest challenges in streaming such 3D media is the high band width demands and video quality. A new Tile-based video is introduced in both video codec and streaming layer to reduce the transferred media size. In this dissertation, we propose a Software-Defined Network (SDN) approach in an Application-Aware Network (AAN) platform. We first present an architecture for our approach and then show how this architecture can be applied to two aforementioned application areas. Our approach provides both underlying network functions and application level forwarding logics for Hadoop MapReduce and video streaming. By incorporating a comprehensive view of the network, the SDN controller can optimize MapReduce work loads and DASH flows for videos by application-aware traffic reroute. We quantify the improvement for both Hadoop and MPEG-DASH in terms of job completion time and user’s quality of experience (QoE), respectively. Based on our experiments, we observed that our AAN platform for Hadoop MapReduce job optimization offer a significant improvement compared to a static, traditional IP network environment by reducing job run time by 16% to 300% for various MapReduce benchmark jobs. As for MPEG-DASH based video streaming, we can increase user perceived video bitrate by 100%.Introduction -- Research survey -- Proposed architecture -- AAN-SDN for Hadoop -- Study of User QoE Improvement for Dynamic Adaptive Streaming over HTTP (MPEG-DASH) -- AAN-SDN For MPEG-DASH -- Conclusion -- Appendix A. Mininet Topology Source Code For DASH Setup -- Appendix B. Hadoop Installation Source Code -- Appendix C. Openvswitch Installation Source Code -- Appendix D. HiBench Installation Guid
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